I could understand if someone would ditch Blender in favor for 3dmax or the full Maya suite. But Maya LT? It's such a trimmed down package, that I find it quite a impudence to sell that for $50/m
Hey! Are you using 3Dmax? Yes I've set the object's visibility to 0,9 in the object's properties. Thank you, I'll check the links you provided and try adding more edges. Thanks!
Thank you guys ;) GrungyStudios: most of the parts are base shapes from 3ds max because it's easier for me for hard surface modeling. But in my workflow I use a mix of zbrush and 3dmax.
Quick rig animation test. Used morph targets and the bone + skin tools in 3dmax 5. My first go at animation, don't expect spectacular stuff. http://www.rainysaturday.com/JBoskma/devil.avi
pior, yeah im trying that plugin, but, it wont export with crease well my modelling workflow all in 3dmax, it be double work if just for cheking crease i have to use maya
Made with DT Tutorial: Trying to understand some of 3dmax modifiers and learn quixel ddo: Made with DT Tutorial (2200 poly, 3956 tri.): Some renders (v-ray practise):
Alternative in Maya: - Create a Cube with desired number of edge loops - Under Animation Create Deformers -> Sculpt Deformer and Edit Delete All By Type->History Done. Quite similar to 3dMax Spherify modifier
Hey guys. My first attemp to model human head and texture it. The textures are photopainted. I used 3DMax for base mesh, zBrush for small details, and PS for textures. Its realtime view using J.I Styles skin shader. Thanks for comments
Great info Ged, can you give any insight on how to go about setting up " bilinear mip mapping and a screen res of 480x320" within 3dmax? Would be much appreciated :)