(3dmax) I don't understand them. I realize they affect the normals of the selected polys. But how do I used them effectively? I dont understand the 1-32 buttons or what their use is. I'm familiar with maya's process of changing the normal angle. Hopefully this tread isn't too noob. ;] Thanks :)
Here´s the final version of the lowpoly version of 'Fongoid Chief' creature from Creature Box. It´s all screengrabs from 3DMax viewport (shaded version is from ZB, of course). I´ve also uploaded a turntable (also a screengrab!) for those who like it! http://vimeo.com/15204819 Hope you like it!
Looking for skilled 3d people who use 3dsMax v6.x+ and/or Photoshop for use in building models from concepts. These will then be rigged, texturered and animated (by yourself if desired) and imported into the game, Dawn of War. Models usually range from standard units (2000-2500polys) to unique ones (5-7k polys). Bipeds…
SuperVillain Studios is looking for artists as we ramp up on production for two original titles! If hanging out with fun people making fun games sounds appealing at all, submit your resume and samples of your work to cglenn@svsgames.com Character Animator Requirements: - Ideal candidates have a keen understanding of the…
Thanks MoP, when I export .obj from 3dMax they're all aligned to how the final mesh will be. What I'm thinking is that I should make separate passes for each normal map then combine these in photoshop. Still getting used to the workflow. Thanks man.
Well...the computer station I use at school has the interesting save panel layout named "3D Studio Max". Lol...thats the extent of my customizations so far, creating the default 3DMax 4 panel layout in Maya...idk...I'm just used to it...
Hey. You should try to use more actual techniques as PBR or meshes with more polys. Like more actual "next gen". Also, I'm not sure what software are you using for the renders but you should try things like Marmoset, UE4/CE3( Not 3dmax(never))
Bit of a picky question, but can Riot provide us with the in game camera angle and angle of view/FOV? This will be helping with the layout of our assets inside of 3DMax and compositing later on. Thanks! ** Nevermind, anserwed my own question - The angle to use is around 55 degrees with the FOV being 40.
Thanks for the kind words guys. @ narticus - I used 3dmax and zbrush. @ Trevor - LOL thanks! @ slosh - Yeah. The more I textured it the less I liked how I handled the cut into the blade. I was to lazy to go back and resculpt :p . Keeping it in mind for next time.
haha, didn't think of that but for the show it seems legit to mention that. .Oh, yea let's see i tried to use the mirror option and the welding option, wasn't playing nice with that super low geometry above, wanted to work on one side only to get the base in but it felt like a struggle to get what i thought was somewhat…