My personal workflow for hard surface or organic modeling alike. LP and HP stands for LowPoly et HighPoly. Green softwares are just my personal choices, but many of those steps could be done with other softwares. I just think that 3D-Coat is insanely good for retopology/unwrapping/reordering UV Sets. Substance…
You might want to consider making a baked physics simulation for destruction and player interaction if you really want to make it stand out from all the other shit out there. Just something to consider when you're done polishing the heck out of it. A typical scenario where the player blows shit up would probably be pretty…
This looks more complicated then it actually is I'm sure you don't need as quite a step by step but I'll list it out for other people who might visit this thread - Switch your render to Mental Ray. F10 > common tab > Scroll down to Assign Renderer > switch production to Mental Ray. - In the material editor, create a new…
The appeal of this is very easy to see. It would be as if a studio had its own proprietary game engine. Unreal/Unity are an external game engine that one must import all assets and content into. That does take time and efficiency away. Imagine if all the shaders you build in Max/Maya are the shaders you see running in your…
(New post to keep it distinct from above) You'll want a good test animation. Erik (Thermidor) has created an EXCELLENT test animation for us at work that really pushes the rig to the limits - then a wee bit beyond. It does it for every joint and joint region in the body and it's fairly anamtomically correct. By this I mean…
Hi, I'd say the most common process is slightly different, but it can vary depending on the final product you need to obtain. In general I walk through the following steps: For organic/character modeling: 1. Create a fairly simple, sculpt friendly, base mesh in 3ds Max -> evenly dense mesh with mostly quads. It should be…
Jarrod I gotta say this is still a great improvement to what you initially started with. In my perspective it really feels like a step in the right direction, but lacks substance. When you look a a scene that uniform in color, all details wash themselves out. Everything basically has the exact same tone, and I wasn't aware…
From the Max help file, FWIW... [ QUOTE ] IFL Files An IFL (Image File List) file is an ASCII file that constructs an animation by listing single-frame bitmap files to be used for each rendered frame. When you assign an IFL file as a bitmap, rendering steps through each specified frame, resulting in an animated map. (In a…
Greetings! I am an aspiring modeller, with little to no background in the field. My experience is limited to 4 years of work using Milkshape3D and user-made tools for Warcraft III modelling and "geo-merging", aka model editing. This mostly involves low-poly modelling, simple linear animations and plenty of…
Hey guys here is a model sheet I made for a character I'm modeling this quarter. I'm working on the highpoly currently. The next step will be to retopo. afterward applying textures to the low poly from the polypaint and ideally I would like to add animation. Here is her backstory and a earlier concept. Kira was walking…