I do, and I know unity can use masks to retarget animations but I haven't had success with it. If someone is interested and has experience in 3dsmax/maya and unity armature implementation I'm more than happy to entertain those applicants as well.
Heh, I'd hate to see how you're UV-mapping a character in 3dsmax if it's taking a day or two. UVLayout isn't that much faster than Max if you have a good set of shortcuts setup in Max and maybe Chuggnut's tools if you want.
Same thing here. I use mostly the difusse map so i would like to know, if possible, how best can i bake some of the lighting and reflex details i see in the quixel suite into the diffuse, regardless if 3dsmax is needed or not.
Everything looks a bit too muddy for a hard surface. As CSOConnor said, you may want to consider using maya or 3dsmax to do the armor. I would definitely suggest a lot more cleaning up before you start with the low poly.
and disable texture filtering in the renderer or display options (not sure where that is in maya). In 3dsmax its view > mode > flat or in the material -> 100% self illumination and then visible best in the rendering maybe should have something equal just different labeled and different to setup
Hey Poop, could you post your most commonly used 3dsmax scripts and UI setup (hotkeys, ui config, etc) also most common brushes in PS? or you may have already done this? Thanks, great tuts btw.
I'd go 4GB of ram considering it's so cheap. I noticed a big improvement when I went from 2GB to 4GB, especially if you have photoshop, 3dsmax (or maya, or both), mudbox and a web browser open most of your day.
You can use the weights table. http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab04106313366400bf6112a1cea097-7ef6.htm,topicNumber=d0e82445 I always use the options "Selected Vertices" and "Flip UI"
This was done just for fun. Basic high poly made in 3DSMax,high poly taken into ZBrush for some of the fine details (speaker areas, scratches), textured in Photoshop. Realtime High Poly Used the Xoliul Shader for the realtime render. If you see anything glaring, let me know.
MERCUR is an Autonomous Unit for Transport of Information (AUTI). Just like Mercury, the swift messenger of the gods, in roman mythology, arriving at his destination is your only goal. Softwares used: - Zbrush; - 3dsmax; - 3D Coat; - Photoshop; - Illustrator. Making of https://vimeo.com/148038780 Artstation profile…