These can both be merged into one link as you can find all my tutorials at my site. I'll be changing my site soon so I've set up a permanent redirect that will always point to my tutorials page. http://www.racer445.com/tutorials
I did some of these the other day, I winged it by eye with no real workflow as to how to do them. I used a tiling black bag texture which I merged from a series of photos. If It's an asset a player is gonna see alot then It's probably worth sculpting it.
Infinite and unlimited do not actually mean exactly the same thing. You guys keep mixing them up, stop it! One is utterly apart from finite numbers, eg it cannot be put to numbers, measurements, degrees -- the other is merely an infinite capacity for growth. :p
To be fair, it has always seemed odd to me that if you're going to be making money from or with Autodesk products you get to buy them for cheap, while if you're a mere hobbyist you have to pay an arm and a leg. Now at least both have an outrageous price.
Unwrapping hard-surface in ZB is actually pretty easy using Zmodeler to split polygroups at seams(flat surface changes) and unwrapping by polygroup. I'm not advocating that it's better than this or that, merely that it's not as bad as some may think. :) All that's required is a little fluency in polygrouping at a decent…
In case some people didn't know, Scaleform is a middleware that lets you use flash to make your UI. It's still funny to see that the default reaction to buyouts of any kind is "yay, now they'll combine A & B" 6 years on - Max and Maya have not merged.
try duplicating and merging your AO and diffuse layers, for what i can see the magic tool is selecting everything because of the source texture. the AO will add constraints to the magic tool. Also try desaturate the duplicated layer, and play around with the magic tools values.
Hey Rik, I tackled something similar for my MA. I focused on using maxscript to procedurally assemble my weapon components within 3ds max. My maxscripting skills are very limited but it was merely a proof of concept :) http://www.youtube.com/watch?v=wT3l3bVFkHw
I apologize, just re-read your post and it looks like your modelling a rock formation, decimation master with cleanup in maya (merge verts etc) might do the trick or decimate so it retains detail and doesn't slow maya and use quad draw.
Jerc and I are two different person ;) The supersampling in SD basically works the same way, if you choose 8x it computes the map at 8 times the output resolution. The only difference may be the algorithm to downsize the image. Which one do you use in PS ? Nicolas