I got inspired to do a large scale environment, so I concepted up an area and blocked it out and I've started on assets. The idea isn't new by any means and I'm borrowing a lot from some movies and the name is from a book, but the basic idea is that to escape the pollution and grime, a city has been started building on top…
running through a bunch of 3d tutorials from folks going to make a bunch of props in the next couple months trying to learn better and more improved workflows from all these wonderful tutorial places. :D Going to eventually put them all in a scene. Figure I'd start off with my first finished piece a crappy ol' dumpster. :D…
Hello agains :) Got some new work that i created for my college project... obviously doesn't need maxium care at this stage, but i'd love to hear what could be changed and all that... Do Note that some aren't fully finished but are however nearing completion, i don't skin so there are no textures... just the plain Grey.…
Hey Guys! I spend a lot of time on this texture Pack, it consists of mostly procedually generated noise textures, expect to see all the common and many crazy textures from known algorithms such as Voronoi, Naki, Buya ... and just a lot of varied custom stuff. Fine paper or film grain / Car paint speckles / Natural or alien…
anyone have some odd/outdated/annoying workflow or whatever that you HAVE to do at work? I have a couple that really blow my mind. Also Im listing a bunch of just pure oddness that Ive tried to educate people about, but they just dont listen. 1) no normal maps, we are forced by popular vote to use bump maps on our work. 2)…
I'm looking for a plug-in or something for 3ds Max that basically does the following easy thing: You have a model and fire up the UV editor to start the unwrapping process, the plugin shows you a field where you fill in how large your maps are going to be ie: 1024 or 2048 or whatever and then there's a second field where…
Hello, I am having a problem with the material of a hat I made for TF2. It looks fine in the MAX viewport, but when I try it in-game it looks like if it had self ilumination or a very flat colour without any specular or shadows. Here is the result using a flat colour: And this is the VMT file(but pointing to my texture):…
Hey guys, I recently started working on a project myself and I had a few questions. If anyone can point me in the right direction, I would be super thankful. ( I am using Unity and 3ds max) So I really have no problem creating 3D geometry using 3ds max, and I can do UVW mapping decently well...the problem I am facing is I…
Hi Guys! Im working on a prop for school. Its a massivly stone table with some small ornaments. All done in zBrush and baked down with xNormal. My Problem is that i dont get the nice Marmoset Toolbag 2 Look in Unreal Engine 4. I already tweaked the scene a bit, but i think there is a lot to tweak. I like the style in…
Hey, I created a new Thread on the Allegorithmic Forum but noone answered me :/ I have a problem with the UV maps, it shows everytime the cutlines on the 3D model like on the 2. picture. And now I fight with this problem since 3 days but I can't help me. My Workflow: Blender/Maya 1. picture -> Create a model -> Unwrap,…