I watched the skeletal mesh pipeline videos yesterday...and the instructor used ActorX plugin so I did some research today and found out the ActorXplugin is no longer in use and fbx file format is the now recommended way to export skeletal meshes from Maya or 3dmax. I had to start watching them as I haven't gotten an…
he's probably not gonna use mudbox/zbrush for something like this. just a highpoly in 3dmax would be fine. Even though he's not gonna sculpt stuff on, a simple highpoly crowbar will help, especially in the edge areas. And then he can just overlay some finer details ontop in PS. He can even use the highpoly to bake out an…
@StJoris I was going to try the plugin but it seems like the link for downloading it is broken right now.. @Mop Yes, that's correct. No, it doesn't pass the import stage when I try to import the whole body. I don't get any warnings or errors.. The 3dmax just freezes. First, I thought it just would take a while to import it…
1. I have some cylinder and selected bottom vertices with 'Edge' option: .. then when I move vertices up to the top, they move along the edges. Is it possible to move vertices in opposite (down) direction? but along the edges? As if the edges (and whole cylinder) where longer? 2. I want to select edges in this cylinder -…
Hello, 3Dhead here. This is my first polycount post. So people, please be HARD on me. I'm look for feedback and as much advise has I can get. I've been work on a scene influenced by the history of Bonnie and Clyde. It's a night scene based on a 1930s side street. The scene features only environment, but tells the story on…
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…
well i absolutely have no idea why your'e having an attitude about it. your "advice" is literally just saying go read the 3ds max guide and read of all it. i simply asked if there is a way to choose polygons ( NOT in UV mode) around specific edges or seams to make polygon selection easier. so if anyone asks for any advice…
I think I'm in for the temple :) Did a quick color coding of the different elements: Also started the first blockout: I'm not happy with the rear part as it's a little dense/small. I think I will strecht it a little bit more. At the moment the scene is in 3DMax only as I plan to create all elements there and then export…
Hi Parhelion, If you select by element when you import the model (3dmax) you can select each part of Mirana and detach it from the main model. You can then export either mirana or her mount to Zbrush or any other software to begin with the sculpting proccess. You don't need to worry about the number of polygons of Valve's…