This is a tutorial that shows the new mudbox feature and covers maya side workflow. The same applies for 3dsmax and softimage i assume ofc without the maya part :) You most probably need to be an area member to watch this. http://area.autodesk.com/tutorials/maya_2011_rig_to_mudbox_2011_joints
Just sharing an assignment I made for a mechanical bipedal asset; The piece was modelled primarily in 3ds max with the occasional departure to zBrush for select elements. Textures were baked and painted in Substance painter across two 2048x2048 Texture Sets. Rigging and Posing in 3dsmax and finally Marmoset for these…
got a problem exporting evermotion model into cryengine, after export it's become in squares,cast shadows and reflections on itself in squares. did try many things in 3dsmax such as smooth etc, but it doesn't work.where is a problem in 3d max or cryengine? help pls anyone? thank a lot
I really need help with this at the moment, as I'm incapable of focusing on anything, much less learning 3d modelling (Which has been an interest of mine for years) I'm not sure, but today I tried to learn 3dsmax and fell asleep at my computer for half an hour. Suggestions?
Prefer 3dsMax > Mudbox > Unreal engine. Because I am familiar with these programs. I don't mind if I have to pay for the tutorial if it's at least an in depth and good tutorial. hope someone can point me in the right direction.
Hey guys and gals, I've got a wee problem with the spacing of a roller coaster track I'm trying to make. I'm using the Pathe Deform (WSM) modifier method. But the spacing is all weird with stretching happening in some parts of the track. I'm on 3dsmax 2015 SP2.
Hey, So I just got an art test from a local studio. And I need to create a looping particle effect using SuperSpray in 3dsMax 2010. I've tried everything and I can't see to get it to loop! Could anyone shed some insight here? Thanks!
Hey guys, I'll be animating Teemo! Looking for a suitably proportioned 3dsmax rig, I found this http://rigsarena.blogspot.com/2011/12/little-anime-rigged-3ds-max.html might add a few more props and dummies Good luck all! FINAL Run Attack
Finally sharing my latest personal project. A full character for use in a real time game engine, rendered in Unreal 4. Sculpted in Zbrush with some parts hard surfaced modeled in 3DsMax. Textures in Substance Painter, including the skin. Tattoos hand painted and sourced off google, as well as utilizing MidJorney to…