Modeling: Modo, 3dsmax or Maya. Modo seems to be developing and incorporating new features much quicker so I'd learn that. Scupting: zBrush Texturing: Photoshop Baking normals: xNormal Extra texturing/presentation tools: Substance Suite, Quixel Suite, Marmoset Toolbag
3dsmax could do both. To bake color, you can bake a "diffuse map". Normal can be baked just as it is, the data will be transferred nicely, at least it used to do it, I've done it many times in the past. However, Mikk tangent space isn't supported.
Man, I'm glad I'm not the only one. I used layers all the time in 3dsMax...and in switching over to Maya this is probably the biggest dissapointment to me. I gave up on using layers all together for this reason. Glad to see a few solutions in here
Have you tried selecting an object, and using Orbit Selected? There's also sub-object mode. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-6DA741AB-9941-4957-903A-4B998C1C65E7.htm,topicNumber=d30e560456
Awesome news! Smoothing groups export from Blender into 3dsMax just fine, based on a very quick test I just did. Any progress with importing a mesh into Blender? Vertex normals still seem jacked using the latest version from buildbot.
Also "Autodesk products" is a bit vague. Maya, 3dsMax, Autocad, Stingray, etc are completely different pieces software with different code bases and UI. So it might help to specifically say what versions of what software and what hardware/software you are using.
Fully triangulate your model before doing the tangent space calculation. A 3dsmax tangent space map will never look correct in substance or ue4. You need to output a ue4 map from handplane or use a regular tangent space map out of xnormal.
Well I am suggesting they add Ace-Angel, creator of the 3dsmax and Maya viewport shaders; http://www.polycount.com/forum/showthread.php?t=110022 He deserves a cut without a doubt, so everyone who uses his shader lets recommend him.
Hi @Tomiajayi , you can see my approach to LowPoly design in the link below. https://80.lv/articles/emek-can-ozben-low-poly-environment/ I try to sum up my workflow while working with 3dsmax and unreal engine.
you should download the speed tree trial- this way you can pick apart how trees are constructed. This should help take away the mystery surrounding tree generation. second- you should give 3dsmax a whirl and check out this tree generator: