Hi folks. in 3ds max 2011 when I set the transparancy to 'none' and the viewport to smooth+highlights+edged faces+hardware I can't see the wireframes anymore. They show up fine with simple or best transparency though, only transparency doesnt work right then. Would anyone know how to fix that?
Looks great! I would add go faster stripes to the hood and trunk/rear bumper. I'd add a license plate, even put your username or something in it. Have fun with it. Also, add wireframes! Let us, or anyone who wants to look at your portfolio, see how you built it.
Thanks for asking oobersli, At the moment all the actual separate pieces are for the most part modeled but with what i think is fairly clean geometry. i could show you shots of specific pieces with wireframes and polycounts and such, but you are correct that none have normal maps at the moment. I've been focusing on…
I don't think that's what he was asking antweiler, but that is an interesting way to get a wireframs of the smoothed cage over the mesh. I read the question as wanting to be able to push 3 and then render the smooth preview in Maya Software, which you can't do without actually dividing the mesh. Or I could be wrong.
Hi thanks for your answer , yeah i'm not enough familiar with texture making to use the best of it for the moment especially Normal maps , Specular etc... but i'm trying. I used Maya , Photoshop and my graphical tablet . If you have any comment on the wireframe be welcome :) I'll check out your work then !
Thanks man^^ ghastlys gas are just some plain planes with a smoke texture. In the final Image I added another smoke texture in photoshop. Here is the final Render without Photoshop and wireframes. On https://www.artstation.com/artwork/4P864 you can view the model with marmorsetviewer as 3D turnaround and check the topology…
Here are some wireframes: [spoiler] VCR Monitor Bed Keyboard [/spoiler] As well as these I have been blocking out my scene I am working on triplannar projection in ue4, to make the walls, roof and floor tiling cleaner. I have also started on retopping my car for a game engine
Fomori, yeah, I just sculpted those as a test, to set a target I'll try to achieve now in the low poly. I'll have to watch some videos on facial rigging for cartoon characters to get the most of my mesh though, don't have much experience there. Also, some wireframe shots and UVs.
Thanks for the paint over Joopson i fixed the tri's and the wires look much cleaner now. I downloaded a whole bunch of reference art for this piece and studied some wireframes. xXm0RpH3usXx Yeah im using a reference in a viewport the one from the OP Thanks for the crits guys ill hopefully finish this one.
Thanks again for the suggestions. I think you might be right about the fire escape floor texture. The windows of the building on the right, they are supposed to be horizontal frames on them. I agree the windows in general need a bit more work, I could experiment a bit more with the reflection on them. Here's a wireframe in…