I've followed a pretty good beginner tutorial for modelling low poly animals. I decided to model a wolf. Doing the ears seems to be the part where I'm stumped. This could be a super easy fix but I'll still post for any pointers I can get. Any help would be much appreciated! (also the model has a mirror modifier if that has…
Scatter compound object is one of the older tools, so it's had less love than newer approaches. Thankfully like everything else in Max there are multiple ways to scatter things. Object Paint is pretty nice https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=GUID-2C745521-EAD4-4A9E-A2CF-7A4B6DDC486D Array modifier is the…
Hmmm.. Subdividing a cube with two numbers of cut and then beveling just gives me "almost" the mesh you does have.. (without the extrusions).. and then adding a soldify modifier in Blender just gives me the "closed mesh" you are asking for.. (with extrusions and "closed" inner faces..)
I need to make a leaf texture, hopefully one that can be modified to make multiple leaf types, and am looking for advice or a good reference for how to make the vein structure within a leaf. I see a lot of examples of textures and generators, but not good info on how its done. Anyone have a good example or tutorial on how…
Precisely. But when you render with best render, you get a dark border, which shows up in photoshop: your texture therefore won't tile, because the dark seam will be there. OR because you used materials that react to the Sun-light position, therefore the left and right (or top/down) edges of your render won't match ==>…
alright so its time for the cloth simulation breakdown handling cloth simulation in UE4 is as much about planning as it is about debugging. I got lucky because the way I built my cloth meshes worked quite well with unreals cloth sim in the end. getting there took a lot of itteration though. If you are using a cloth mesh…
I'm the one who learned Max and now learning Maya for my job too~ Maybe I can help you something, my job is focus the modeling path~ So I only tell about the different between modeling path and some basics~ And I'm using 3dsMax 2011 & Maya 2008 to telling the difference~ So maybe some of my advices are already outdated due…
The real trick to zbrush is to understand how its a painting program at heart. Everything boils down to this, from its the ability to push millions of vertices on outdated hardware to even the names Pixologic and Zbrush. Its design has more in common with Photoshop than it does Blender or Maya, so it really helps to think…
I'm making assets for a first person simulator game with semi-realistic graphics, the assets are mostly furniture and decorations. Making both high poly and low poly versions of each asset drastically increases the amount of work needed. Furniture often just consists of simple shapes and it seems unnecessary to bake…