Hi all! I am having some real trouble with hard surface modeling. I am trying to make some curvy armour pieces with hard angles in 3ds max and cant get my topology so that there is no bumps near the corners. Here some pics 3ds max topology Here is quick dynamesh model in zbrush and you can there is no bump near the same…
Hi guys. I made a low poly model, in Maya, with all stuffs (normal map, ambient map, difusse). When I worked on the model I used only "high quality rendering" from camera for testing the result. I try to render with maya hardware but the result is something else. MY ASK : how can i finish my work? (how can i render)...…
I have Photoshop CS4 and I see the practicality of it but are there any other tools or tool sets that make texturing models in Maya or 3ds Max simpler? possible add ons?
i think it would help to get better in unwrapping UVs to have some good examples to look at. got a lot of problems with some forms i dont really now how to unwrap best, especially for normals etc. im mostly interested in hard-surface stuff with steep angles, curves.. maybe someone here has something to share with me, would…
I know this is really basic but it's been ages since I've used max and I've totally spaced on how to do this. I've got a line and want to attach some rings to it so I can make a necklace type thing. Any help would be very much appreciated.
I created a custom armature for a frog in blender and posed that frog. Unfortunately clear parent keep transform, does not allow me to export the pose. I know there is a way to do it I have unfortunately forgotten how and having trouble finding any documentation. Anyone know the solution?
After playing a bunch of World of Warcraft and reading Expedition (an awesome artbook) I felt like making an alien environment. Here's my first one, which is pretty much a sponge but on land, hence the name landsponge! how original! The texture needs some tweaking because I did it at work so I couldn't preview it on the…
Yer, you just select face tool then select the faces you want to have another mat on then apply the material (not the default lambert) and then export it. UDK will pick it up as a multi-sub object and you can assign multiple materials to it.
Does anyone know where, if at all, I can set this to always been on by default? Its become a real pain in the ass as whenever I close Maya, or make a new scene it gets turned off.
@Radiance80 Welcome to Polycount. Consider checking out the forum information and introduction thread. Why something is modeled one way in one example and differently in another often comes down to the specific technical limitations or requirements of each project. Both approaches are used to optimize a specific aspect of…