Just to chime in..yeah, I'm on the regular max or maya methods, it's just fast, more production friendly and just works. What Alec Moody said about cars and racer445 said is my thoughts exactly. But I can see maybe if your doing a highly organic designed hard surface model where mudbox or zbrush might actually work better…
@dissonance Thanks a lot! Glad you like it:) First image I got no comeback for, will get on that asap:) On the second image I have used "floaters" (the green circle). that's why it might look a little weird on the wireframe. I chose to do it that way since I'm going to bake the whole thing to a lowpoly later and it would…
I have wanted to bake out a proper normal map for a while now using a combination of floaters and built-in geometry, with no cage tweaks or Photoshop manipulation. Looking around my room I found a Lynx can which seemed to be suitable. Like this: All images are viewport screenshots using GrabViewport. Firstly the high poly:…
I had this idea in the last few days: it would be a maxscript creating some floater in which one could take snapshots of Bounding Box selections of the UVW editor selection with a exact screenshot/ thumbnail of the Texture within that area. This would be useful if one works with lots of different Tile Sets in 1 texture…
hey don't beat yourself up over it. i do agree, you could have bitten off more than you could chew. but assuming you are to continue with this... can you post the high poly? it will be helpful for crits as its hard to go by at the moment. but its certainly lacking a lot of detail thats in the concept, i assume this is…
nice attention to detail man, the screws on the EO tech need work. Racer i see that chart thrown around a lot on here, obviously since you made it your the person to ask about it. I was hoping you could expand on it a bit why you dont think its ok to have the realistic edges for a fps gun that is going to be seen so close…
Vig you were right! but missed the point that you have to use the arrow keys to bring the menu back on screen! "You can either edit the 3dsmax.ini file which contains the positions of most dialogs (incl. also Material Editor etc.), or use the Alt+SPACE+M trick which is much faster. If we are talking about the Render Scene…
Is everything here sub-d, or just parts? It seems like some of your stuff here is just blocked in so far - which is fine - but I just want to clarify. Right now most of the stuff that I can tell is sub-d, the edges seem too sharp virtually everywhere. A good rule of thumb I have is that if the edges are so sharp that they…
Bottle question: Depending on how close that bottle would be to the player and the general style you might get away with just a very glossy (but opaque) illum material. If it's close up you would want to go for the glass shader and either put the label on a floater or if its possible in the existing topo just give the…
Place the low poly elements and their corresponding high poly elements next to each other, but away from other parts of the mesh. IE, the grate from the high and the plane from the low poly should be moved up a bit and away from the 'base'. The two cylinders can be moved out of the groove. You want the exploded elements to…