It sounds like your lowpoly model has bad topology. T-shapes: http://www.digitaltutors.com/forum/showthread.php?31708-Mudbox-Import-Issues-What-is-exact-a-T-Shape In 3ds max, add a STL Check modifier, and fix what it shows you.…
Here's a few pieces of concept art I saw linked over on Game Artisans. I think a few of them work quite a bit better in the original designs than how they turned out on film, most notably the Queen and Knave. http://conceptartworld.com/?p=3136
well i m gundam fans for long time hehe... moar robot madness :P nikon gundam ( i use nikon camera too :P) http://fc02.deviantart.net/fs70/i/2011/312/9/5/0367__gundam_nikon_by_agito666-d4fhqbr.jpg turn A gundam http://fc04.deviantart.net/fs71/i/2013/224/8/2/0462__turn_a_by_agito666-d6hrsve.jpg but too bad Dota2 mech art is…
Where did you get the concept for that dagger? That looks exactly like a dagger I designed a while ago: http://brontothunder.deviantart.com/art/Bounty-Hunter-Weapon-Set-316432003
I spent 3 days to finished zbrush sculpting and used maya 2014 to created low poly modeling-->(3104 tris not sure it's low enough) I 'm still working on texturing.
Thanks Hiten, I created a chipped paint brush. Noticed just now there is a spot on the top left part of the closed door where it seems very splotchy. Here is the basis of my plan to have an awesome portfolio. Plan is to have this complete by October.31st. This is to have a well rounded portfolio by MIGS and DIG London.…
Yeah, poopipe knows what he's talking about, so I would listen to him for animation topology info. I don't rig very much. About the shader, there are many different shader methods in Max, some much better than others. Which version of max are you using? There is an option in DirectX viewport settings to control the texture…