The only thing is those hexagonal weights or w/e they are, are covered in rubber. I really dont know if there are metal weights with hard edges. Either way, I think the model looks great and I dont think the faceted look takes away from anything.
In Max 2008 and and later you can generate a cubemap using the MetalBump shader/DX plugin that comes w/ Max, via the options in the material browser. There is also this, http://developer.amd.com/gpu/cubemapgen/pages/default.aspx Are you planning on using realtime shaders in the Max viewport?
Personally I think getting a monitor with high resolution with good blacks is more important than size. I have 28in but it has some horrible blacks and it screws with my ability to do symmetrical drawings. 24in w/ multiple monitors is an ideal setup comparatively.
W/e skills you have shouldn't prevent you from trying. Practise makes perfect. Where to go next? Get some references for inspiration and do a few sketches. GL. edit: ..and who cares if you finish in time for the contest? finish the piece.
Hello! Long-time lurker, first time poster here. I'm hoping to use this thread for advice and critique on this scene. This production has a deadline 12th January, so over the next 9 days I'll be updating this thread with developments. This image was created within 3dsmax, with some minor post work done in Ps. I'm in the…
Some of these may just be bugs I'll have to live with but I figured I'd post up and see if anyone has any solutions: 1- Photoshop CS3 And 3ds Max 9 Selection Tool Lag, Alright basically whenever I use the selection marquee tool, I have a 50/50 chance of experiencing what i can only call lag. The edge I'm dragging from will…
I'm currently working on a "how-to program 3D games" book. The first section of the revision can currently be found out http://www.Javin-Inc.com/TV65/Tutorial.rar Feel free to review the book (first section, anyway.) The second section of the book is due to be completed, but I need an artist to create models. I could grab…
3D SCULPT Here is the final sculpt I'm gonna bake into the low-poly model in order to have normal/AO/cavity maps to setup my diffuse map base. I'll also make the wings for his W spell, objects needed for the spells, and of course the blowpipe. https://youtu.be/msH3ORTE3Ak
fair point, but in-game or really for any practical purpose, you'll only ever be seeing one side of this at a time, and splitting it up can make for nasty seams at the symmetry lines that you have to work at to get to look smooth, which may also mess w/ your normal map bake
You're not supposed to bake maps w/ overlapping UVs. You would need to bake first and then mirror. OR if you had already mirrored, select half your model and move then exactly 1 unit over outside 0/1, then bake, and move half your model back over to overlap.