I found out what has happend: The Bridge Script between Headus and 3dsMax rotated all UVs for 90° and kept their dimensions. So while it looked ok UV wise by eye it wasnt. What i need to do is to rotate this shell back 90° while keeping its dimensions. The question is: how?
If the vertex order is the same, you shouldn't be required to use UV master. Importing the OBJ should automatically update them. If you're not using GoZ, you might want to give that a shot as well. The bridge between Max and Zbrush has a habit of disconnecting and flipping individual UV faces, leading to the faceted look.
Hello ! Sorry to not updat more faster but my computer was down T_T Hum, i change the color and the light like you're GIF. And i prefer the render now =D Thanks :) DWalker => I will try to change the snowflakes and the others advices ! So 2 update (bridge is not finish, like 50% of the elements >.< )
I don't know how the pros do it but I find the best way for me at least is to model individual pieces and then slide them together this helps me focus on individual peaces and makes it so I don't struggle to try to bridge each of the pieces I think it's a good start give it a shot!
http://www.behardware.com/articles/863-13/ivy-bridge-22nm-review-intel-core-i7-3770k-and-i5-3570k.html i7's tend to render and bake a LOT after then AMD, I don't have a price by price comparison of the 2 brands though, but I'm sure you can find one.
Nice sculpt. I agree with Nizza_waaarg about the eyes/brow area. Something that looks a bit off to me is the nose. I think it looks a bit to asymetrical, and the nose bridge seems to have 3 "edges", kinda strange. The forehead detail seems a bit muddy but i assume it's still in an early stage.
I love it, but the facial muscles need more definition, if its intended to be scary then the bridge of the nose should be slightly lower, the guts and rib cage pulled in a bit more towards the bottom and the wings having the holes be more like tears or wear spots, atm they look like popped bubble gum holes.
This is a good point. Most people sculpt using matcaps which can be very deceptive. Using the basic material and constantly adjusting the light (or better still bridge it to Keyshot for true 3d lighting) to observe the forms under light and shadow is a must. Matcaps will generally not give you a true representation of…
I think you have made extrusions where there are intrusions :P that whole section of the gun looks on level with the exterior parts of the grooves, 100 ways you could fix this with cuts and bridges etc, or even just extruding the entire lower receiver part instead of that segment, not sure if that will do the trick but…
Uhh, you can extrude edges into faces or bridge edges in Modo. Check out the edge tabbed tools. You don't have to necessarily model or even use sub-d. Two things foremost, if coming from Max, to get used to is "dropping tool" concept in Modo and the fact that there's no modifier stack.