There are several things at play here. It's not 3DSMax. Firstly, shoulders are a bitch. They are a complicated system with several muscle groups which push the flesh around. The mesh density - do you have enough polygons to support the deformation? Do you have too many polygons? Yes, this is an issue, there is a balance.…
just for comparison from film you need about 40-60k for a head to get the kind of facial deformation that look believable at close distance. thats still a ways off. and so is the facial systems to do that in real time. but i get your point. i think things are right about at the point where the choppy polygon look is no…
Hey strash! On a technical level, I have 2 critisms to make: * You would probably want to reduce the amount of polygon at the top of the head. The polygons you'll save could then be used to create a proper eye mask that would allow for better facial deformation. * I don't think that having separate UVs for each tentacle is…
THIS MEANS Dozens of tutorials and dozens of ZBrush hours the pipeline for this module will be a lot different than previously though! Starting with a base mesh (using a lot of references) in 3DS Max- because it is easier to define in 3DS Max instead of ZBrush. There were plans to dynamesh the 3DS Max's topology, to…
Yeah, just use more stones. Even if the bricks are big. But you would need a higher texture resolution in the end. So if you got your 3 bricks and have a 512x512 map and it looks fine you maybe need a 1k or even 2k map if you want a lot more bricks. Otherwise your texel density would be too low in the engine. Max should be…
Looks good! You may want to fill in some concave geometry for a better bake when saving polygons on the low. See Racer's MP7 where he intentionally leaves the muzzle break solid instead of hollow, and the vents as deep intrusions instead of straight tunnels through the mesh. This way he can save both time and polygons on…
In my experience more polygons does not increase render time on a film quality renderer. You may run out of memory on the render farm machine but, as long as you're not out of memory, render speed doesn't decrease. Something the film industry uses all the time is alembic caches:…
Ok so you make your low poly model, unwrap it, then you go and do some digital sculpting to make it look more realistic(zbrush, mudbox) and paint it(substance painter) then you bake all the high poly details into maps so that they show on the low poly. Keep in mind that you work with a budget on polygons especially for…
I think I see some ngons in your wire frame that you'll want to tidy up. It's preferred that polygons are either tris or quads, and there's a handy tool in Max that'll find ngons for you. Select your object, hit 4 to make a selection by polygon, choose Selection from the ribbon at the top > By Numeric > Greater Than, set…
hm...i dont want to sound an ass, but posting your workspace with images that could fit into a 400x400 image, its a model with wireframe man , just show a perspective shot since its what allow to see resemblance , your using polys in the wrong way only trying to follow the fron reference but using the wrong polygons,…