Yeah if you are just starting out it can seem impossible. It's like asking how long a piece of string is. There are lots of ways to model what you need and it depends on what you intend to use the model for. A combination of ZBrush and Marvelous Designer is popular at the moment. Here is a screen cap I made years ago…
I think these pieces are good enough to stay. Note I only took half the furniture. The top 2 sets are very very simple. The only really likeable items are the beds and couches. Sorry to be so harsh. All your renders seem to be 3dMax scanline renders, with a very bland light setup, if any light setup at all. The latest 2…
Thanks for the crits folks. [ QUOTE ] Nice one. The mortar in the chimneys seems far too bright and the long, flat chimney isn't like any I've ever seen before but aside from those minor crits, its a really nice piece of work. [/ QUOTE ] Jackablade - Yes the mortar is quite bright, it may be my lighting that causes this. I…
@cryrid Is the camera in Zbrush correct now? I have been reading about ZBrush camera being different from cameras in 3dsmax, Maya or Blender and because of this when sculpting likeness the 3d model's porportions will be incorrect when imported to these 3d appliactions. What is the correct focal length to sculpt in ZBrush?…
Okey i did small test & i just noticed what is causing these shading issues after bake in Unreal 4. The reason i get those shading issues was that i collapsed my lowpoly mesh... The one in top is lowpoly mesh that i collapsed in 3DSmax ( you can see shading issues) and one in the bottom is the mesh that i just left in…
3Dsmax does not really support non-smoothing of UVW's when using turbosmooth. Zbrush for instance has a special setting to prevent UVW's from smoothing when dividing the geometry. There are two options to prevent the UVW's from smoothing in 3DSmax: 1) Break all the polygons by selecting all edges and choosing break in the…
Check the direction of the normals for the floating geo. It could very well be gamma correct affecting the normal map Information on gamma- https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-556B3B1C-D62E-48F6-A633-DCF5172219B5-htm.html Vertex normals-…
@Ryno: a few cons: - not dynamic in size so you would have to define each time what resolution to use for the photoshop texture. - requires to select the UV template so that there is a selection - manually delete the layer afterwards after the selection in a ideal way you would have: - 3dsmax and photoshop running then you…
If you're on 3dsmax 2010 or lower you'll need to use one of several UV alignment scripts that where floating around before they included the feature into 3dsmax. James Haywood and Neil Blevins both have good UV align scripts. I wrote one for myself that works just like NoltaN described.…
Have you tried, exporting the original mesh from ZBrush and importing that? Have you tried, rexporting everything as another format and importing it back into 3dsmax. Have you tried: http://www.scriptspot.com/3ds-max/morphix Did you attach all the morphs to the box and then detach them one at a time? Reset Xform I think…