I am creating this scene for my Advanced Modeling Class. The purpose of this project is to get a grasp on organic modeling and texturing. I am using 3dsmax, Zbrush, and Photoshop. Blockout: Current Progress: Reference: Zbrush Sculpt: Low Poly: Zbrush Sculpt: Low Poly: Zbrush Sculpt: Low Poly: Zbrush Sculpt: Low Poly:
in 3dsmax .... Hello I have a small problem with a rigged model , when I select the vertices inthe edit poly under the skin modifier it steps the whole model of a few cms down while when I get out of the object edition it reverts back into position , how can I fix this step ?
Here is how I've come to understand it. It resets the transform matrix (position, rotation and scale) for that object it also realigns your pivot to the world. Basically 3dsmax is busy remembering what your object started as, and what you've done to it since. When you reset, it dumps that data and treats it as whatever…
Neko Productions is looking for a passionate 3D Animator. The job requires creating animations for realistic and cartoony 3D characters in 3DMax for our studio remotely. Candidates must have good understanding of the principles of animation, Body Mechanics and Acting; Experience with 3DMax. Job Responsibilities: -Produce…
A lot of my general sluggish window responses went away when someone else on this forum suggested I switch my OS theme to Windows Classic. Before that though, make sure you're all up to date: http://autodesk.com/3dsmax-updates
Pack UVs does this, make sure to enable Rescale Clusters. This will change the UV positions. http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-03349B74-1754-442E-981A-6CB0D13380C0-htm.html
I asked in facebook but got no reply so i'll post it here, it's quixel unrelated but, how did you managed to unwrap that highpoly mesh? What techniques or software do you use? Because in 3dsmax it's a complete pain in the ass to unwrap something with such density.
More progress: Engine Blockout - I'm going for the short lived Warboys flavor of the interceptor. Iconic Scott Injector Hat with the double blowers underneath. Decorative skull. Aegean - I'm using 3dsMax, haven't touched Modo indie. What do you think of it?
Thx for the reply mate! I'm using 3dsmax, the shader is simple, just 2 maps, .png textures, one with alpha information and a default diffuse. The img on the right is a render of the opacity map, I was showing the back details that I didnt want to show in the render.
You seriously need to press F1 and read some of the 3dsmax help files if you can't figure this kind of stuff out on your own man. Selecting 2 vertices that share a common face and hitting connect should create an edge between them.