Hello, where can I find a tutorial for making Quake 3 Models with 3D Studio Max or any other tool. What does I need for 3D Studio Max for making Quake 3 Models?
FBX or COLLADA is how I do it from Modo, should be the same with Maya. EDIT: Oops! didn't read the "3" part of Unity... well that's what I've been doing with Unity 2.6, I'm thinking it should be the same with Unity 3. I haven't had much time to mess with Unity 3 yet. It could possibly be a bug if it's not working as…
I did do a little research on this. Having no luck reimporting a obj file exported from zbrush, into max, and then back at the lowest sub d. Read about Guruwave obj export/import, but the model still wont import. Morphix only seems to apply for two models in a scene already, so that wont work. Is there something Im missing…
CryEngine 3 is looking to be a developers wet dream when it comes to tools and iteration times. Click on through for their tech preview video. As some of you may have already seen, there's a tech teaser on Youtube for Crytek's CryEngine 3. Tools that offer real-time solutions can be an artists best friend. Decrease the…
Hey, I am in need of 3 environment artworks to be used as a setting introduction for a project. 1 - Terminator style wartorn city shot with a couple units (you will be given unit references or 3d models to paint over if desired) 2 - A tower with some flags 3 - A Laboratorium shot (Preferably in a flat, sharp artstyle that…
[ QUOTE ] Truth be told if you look at the earlier videos on IGN I'd say this game looks better then Halo 3. I'm judging this purely from the Halo 3 beta I've been playing the last couple of days. Marcus Artist - Kaos Studios [/ QUOTE ] Halo 3 may not be a work of art in its BETA stage, but damn, thats a bit of an over…
Hey all! This is what i made from our 3 week Environment assignment we got i school. The course was focused on using and learning Zbrush. I made a sort of "log in screen" scene, with a cartoonish, hand painted and sort of Darksiders 2 inspired look (or well, that was my goal anyway) xP So this is what i came up with:…
I'm having some trouble getting UE4 to display this specific area of my model correctly. It was baked in Toolbag 3 using MikkTSpace with a triangulated mesh. As you can see, the results display correctly in Toolbag 3, however there are a few rogue triangles visible in UE4. Any suggestions?
Recently had the pleasure of contributing to Borderlands 3. I was tasked with making guns that could match the stylized look of Borderlands and overlap cleanly in many different ways, per the game's procgen system. I used Maya with HardMesh to model using smooth booleans on top of subd, 3DsMax to organize master scenes,…