Recently made the switch to Modo from C4D / 3DSMax land. Im absolutely loving it. Even though I wasnt finished the modelling yet of this Ghost In The Shell spider tank, I wanted to do some quixel tests to it. This was a quick once over: Texture scale is way wrong but I like the way its headed.
This is how it looks with everything smoothed and baked used xoliul's shader. Used 3dsmax for baking. And i have also looked at cs go's props and i don't think its a problem to add some extra roundness to the corners maybe one less loop then what i have now (in my first lp img)
Modelling in 3DSMax 2014, exporting to OBJ, importing to 3DO (Quixel Suite version). If I can't find a solution soon, I'm just going to use the non-Suite version of nDO2 and dDO to work in instead, since I managed to get my model to look fine in non-suite nDO2 with an FBX out of Max.
That all depends on where you bake, I think 3dsmax, Blender, Xnormal doesn't need flips, but Maya does. Most baking programs have options to flip green on export, and if they don't you can set up an action in photoshop to flip green in case you've already exported lots of maps that aren't flipped.
No biggy Adrian, i would leave the spline for something else and draw all my attention at the push modifier because 3dsMax spline system is hard to swallow and is perhaps outdated. For a plate object have a try with the spherical object below everything and try to "Push-it" so you have a good extrusion to start with (not…
Max allows you to Group UV shells to keep them together during packing. You can turn off Rotation, and re-enable later. It's a bit of a multi step process to do what you're looking for. http://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26
Hmm. I see how that could work I've had little experience with Zbrush at the moment though. I've got basic sculpting down in Zbrush, but I haven't actually imported models from 3dsmax into it to add details and such. Well, there's a first time for everything, so I may as well give it a shot. Thanks for the suggestion. :D
I really like it so far. The backpack and especially the shoe. I would love to know how you did the shoe. I suffer at making shoes. Did you use 3dsmax? It seems you're on the right track for the head but I think the eyes could use a little work and the ear I think should be bigger.
You can display the triangle count by enabling "Statistics". You'll see this in your viewport, for example: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-3981A9F3-5B8D-48EC-937A-C275AB0DF4DB.htm,topicNumber=d30e166027 For game work, you'll want to just show the Triangles in most cases.…
Thanks guys ! I used Marvelous for most of drapery. I posed lowres meshes with the ingame rigg then I just wrapped the HighRes Meshes on lowres in 3Dsmax. Finally I modified artifacts in Zbrush. HighRes mesh in pose are not clean, I've made them to have a clean result in the render cam, not for every angle of view :wink: