I do things in this order for my characters: Zspheres, getting the overall shape with these is easier than dynameshing from a sphere/cube i find, so i spend about 15mins getting the right shape with zspheres, putting in fingers and other small extrusions at this point is optional - sometimes i do, sometimes i don't. Alot…
Having released Slarks Shell Dagger a few days ago I have had some messages and comments about the transition from concept to final and how to keep things similar. I don't have the time to do a detailed rundown but I do have a bunch of saved files which chart the progression mostly well and I do use pretty much the same…
Cool, looks like the "Symmetry Tools" in the Ribbon do the same thing as my Mirror Morph script. In my defense, I made my tool for 3ds Max 5, at least 6 years before Max 2010. It has an eerily similar workflow too.
It took me many months to figure out a decent way to make displacements easier to do... anyway, here is the 1.0 release of the Wall Worm Displacement Tool. [ame=" https://www.youtube.com/watch?v=8RBnX_iULY0"]Wall Worm Displacement Tool 1.0 - YouTube[/ame]
well i passed the tool around the studio, took it for a spin and experienced no wonkiness or bugginess. my art directors like the texture refresh and low resource use, should be a standard tool with all our 3d artists any day now :-)
Found cool and vintage handplane from my grandfathers toolbox..he was a carpenter and woodcrafter so after he died he left his tools for me. Planning to make his tool as close as possible. Handplane model:Final Maps used: The reference as it is.
Honestly, UV tools in Maya and Max have improved in leaps and bounds since the days when headus was truly revolutionary. I'm sure there are still some cool tools in there that you'd love, and that Max doesn't have yet, but for me personally, I can't imagine it would be worth it.
Great tool, very easy to use and complete :) I don't think blending texture is a good idea, I would rather keep focus on a cool and intuitive vertex color tool. It is very easy afterward to build a shader that use the vertex color info to do the blend.
Currently I am working through Domestika's "Concept Art for Video Games" course by Nacho Yagüe Feel free to check out the preview video https://www.domestika.org/en/courses/239-concept-art-for-video-games I have to say it is a little bit awkward as I do not speak Spanish so I am having to read subtitles which are a bit…
Because it is actually useful when you are boolean'ing lower poly meshes that aren't so heavily subdivided with so many extra coplanar edges. That's what it is trying to do, clean up the nightmare coplanar edges that bools usually inflict on people. Unfortunately it doesn't know the difference between your intended…