Hi Everyone, I hope some of you find some use for this free resource. :) In this demonstration Sergey Poltavskiy takes you through modeling a car rim inside 3ds Max. Everything from modeling the spokes, using symmetry , and keeping the mesh clean for turbosmooth are covered. Modeling a Car Rim in 3ds Max Thanks, - Riki
For the time being it would definitely be better to stick to a traditional modeling program rather than a sculpting application for the bulk of your work, but I'd still recommend at least messing around some of the tools so that you know what is available to you, and you'll get a better feeling of what you can get away…
i did call it my pompous movie list of 2006, didn't i? honestly, i don't need any entreaties to stick with Pan's Labyrinth; i feel just about the same as when i came out of the theater, which is to say mostly undecided. it's definitely one of the better films by far of last year, and i think it will age quite well. there…
Hey nice work here man the only thing as far as C&C is concerned is that I'd like to see your vehicles have nicks, bangs, scratches or dirt on them otherwise excellent stuff.
Hey guys! So I'm currently working on a temple environment and I've really been getting into Zbrush for adding detail. Only problem is I know some detail is pretty heavy and I'm looking for an effective way of making the normal maps awesome. The detail into the assets would make the environment go a hell of a long way in…
Lots of good info in this thread. I've been learning a bit of programming lately as a way to satisfy my game design cravings. I've been making a prototype for a tactical RPG game and I'm quite amazed at how quickly you learn by working on a "real" project, instead of isolated lessons or tutorials. The main problem I had…
Here is my dilemma, I made some low poly buildings and I need to destroy them beyond repair but still retail most of the original shape and detail to make them recognizable. I can't do it the easy way with texture work I need to actually cut polys away and leave giant holes in walls but I need to do this quickly and as low…
Since the nVidia shader contest was extended, I thought I'd try my hand on remaking the ZBrush wax shader that everyone loves oh-so-much (I just switched back to zbrush from mudbox and wow is it awesome). First I just want to get the surface properties right for a sphere before I move onto complex surfaces and all the…
I'm currently cleaning big maps for a game and all the UVs needs to be in the 1:1. I'm using TexAtlasGen for the splinting but it gives me some errors and not all meshes will split. SO! I need a quick way to check my UVs. In maya i would just have my UV-editor open and mark the object i want to see. But max have such and…
#,Fiddle the fiddle! not much to say, I very much enjoyed painter more than I thought I would! maybe its cause I just have a history of digital painting so finding a way to paint in substance the way I like was very nice.