@HAWK12HT Well, Vitaly doesn’t use C4D ... He uses XSI for Polygonal modeling, and Moi3D for Nurbs. To add my own experience : -I use 3DSMAX In production for Polygonal modeling and in game models, UVS and non destructive workflow ! With KeyHydra and TyFlow. -Sometime I use Moi3D too if complex Organic HardSurface are…
This drives me bat shit nuts all the time. Happens at work (Vista) and home (XP)... Photoshop CS3 seem to be able to save over files that are "active some place else". I mostly run into it when I try and delete a folder and some app somewhere has it locked down. Normally its 3dsmax holding onto textures. It's really wonky…
Scatter compound object is one of the older tools, so it's had less love than newer approaches. Thankfully like everything else in Max there are multiple ways to scatter things. Object Paint is pretty nice https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=GUID-2C745521-EAD4-4A9E-A2CF-7A4B6DDC486D Array modifier is the…
I'm trying to learn some different pipelines and I find Blender intriguing. But I already have an established workflow, from years of max and maya, and I'd rather not re-learn too many shortcuts. I want to make Blender more familiar to me, but it's quite time consuming to implement pie menus and all these standard things…
Hi Musashidan, and thanks for taking your time to answer my questions. I did actually initially try to use the render to surface in 3dsmax, but that was before i had Quixel Suite. Then i switched away from it, since i started to make my textures in QS. Im a bit unsure how i can combine QS and something like 3dsmax render…
I think I pressed a hotkey while messing around and now whenever I put an Unwrap UVW modifer on anything and select faces, it's triangulating my faces.. how do I turn this off?
Meshes that have multiple Material ID's and multiple assigned materials in UDK have problems when the model is 're-imported'. I use FBX files (with multiple meshes in one file) And when I import the (updated) models again (in the same group and package in UDK, this will overwrite and effectively update the models), the…
I think I might try the Level this time. I have a level design question. It looks like the process most adopt for game levels is to model props as individual models/objects and place them using the game engine editor, but I just can't seem to get into this process. I've been using 3dsmax for about 16 years, and seeing this…
hi enodmi and syros. i used a cellular map and some noises in 3dsmax as a diplacment for the metals. so the metalparts of the basemesh are made highpoly and displaced all in 3dsmax. the wood basemesh was exported over to mudbox, and then sculpted. the basemeshes were also already uvmapped, so that i also loaded a midpoly…