Fan art enviroment based in Uncharted 4 gameplay trailer. Made with Unreal, 3dsMax, Zbrush, Substance Painter and Substance Designer. Video: https://www.youtube.com/watch?v=menHwLPlKUo https://www.artstation.com/artwork/l9gqo Screenshots:
Hi, this is a raptor made with ZBrush, 3dsMax and Substance Painter. Wanted to try a workflow where I can output my texture for different render engine at the same time and substance painter is just awesome! https://www.artstation.com/artist/mcclish Marmoset; VRay;
Hey folks, i know this isn't the forums for stuff like this, but still, you guys know a lot of composition and materials and such, so i would love to get some crits. It's modeled in 3DSMax, textured in photoshop with nDo2 and rendered in Vray.
Hi all, I am trying to get a coloured frosted glass inside of UE. Enclosed is a example what the glass looks like rendered out of vray and 3dsmax .Any one know the best way to approach this? Thanks Alex
Hello , I was making this kind of round obbject and I wanted to use the most from my uvmap space , I was wondering if is possible to use a rectangular map in 3dsmax and zbrush to bake as well in xnormal .... Or do I need to stretch it into a square?
I will attempt to construct a throne room that will be subterranean. A warm temple above cold water. Perhaps inspired by a Lovecraftian vibe. Software used: 3dsmax Zbrush Photoshop Quixel Substance Engine: TBA: Most likely Toolbag for now.
Hello guys! I have modelled a stone floor. And now i want, that it breaks from left to the right in my animation. Do you know, how i can do it? Im working with 3dsmax
I finally finished the mansion hall, I use 3DSMAX to make the rendering. new render: New animation render: [ame] https://www.youtube.com/watch?v=V0T0BlkErGM[/ame] mansion modle Line frame:
Hey all, Will be joining in the fun! Hopefully I will be able to ride it out to the end. Started a concept and collected a few pieces of inspiration work. Software: 3DSmax Unreal Engine 4 Photoshop Substance Designer Substance Painter Zbrush Xnormal
wich ones should i straighten ? Is there a easy system to straighten in 3dsmax without having to go manually vertex by vertex? also what if the texture ratio gets distorted in stretching?