I'd like your opinions on non-destructive high poly modeling techniques. I am working on 3ds max 2015 ext2 so I am mostly looking for a program specific solution, but any info on the matter would be greatly appreciated because I think im missing something very important. I have tried the following: -Modeling the low poly…
Hi there I tried using DDO for texturing a rock i sculpted in mudbox, but when i import the lowpoly version and its normals into DDO i end up getting all sorts of seams in the previewer, and it does not seem like the effects are applying either. Im fairly sure my normals are just fine, as they work perfectly when imported…
Hello guys, i am finishing my final year at university and soon i will start applying for internships as a 3d artist or environment artist. i made myself a portfolio and a demo reel on wix.com but as a student the plans are quite expensive. so just want to ask you experienced guys is it fine to apply for internship with a…
Yeah it's definitely integrated, but they're not that bad to be honest. The 320M which is what I think Apple were using in 08 is better than the current Intel chips they're using (HD3000 or whatever they're called), I know that from experience. XCode is totally free, you can code and build your apps for free, but to 'sign'…
@fmorera thank you so much, i got a good bake after I applied the SubDivision modifier. What i did was applied the subD modifier at the lowest iteration. And then manually deleted all the extra geometry it added. I was left with similar lowpoly but with slightly different shading. Which matched the highpoly better. Thanks…
Only other advice I might have is make some stylized environments. If you're applying around with this portfolio, studios which do cartoon style art won't pay much attention to your portfolio. You've also made a lot of textures, but I would rather see them applied to environments than as texture cylinders.
Ruz, SaferDan- Thanks for the help, it now works perfectly. I had already welded the objects so I had to go into edit poly and select one half of the object and apply its own uvw unwrap. In the uvw editor I moved the uvs slightly to the left. I then applied the projection modifier and now it works.
I agree with him. The utility is a brute force tool. As a side note... A surprising number of people don't realise you can move the xform modifier applied by reset xform down the stack below any others you've applied and 'collapse to'. It's a safe tactic in almost all cases as most modifiers aren't scale/orientation…
no normal map applied you see, the arm and the leg that should be behind the body are visible. i found a way around the problem in unity, nonetheless it doesnt actually fix it. i want a toon shader with alpha cutoff, but since it doesnt exist in unity, i applied two seperate materials in max and imported them into unity.
That's a pretty general question, the knurling looks like it's either smoothed or that you applied it on a division that's too low. Some stuff like wood carvings like what you have here would be easier to either apply at a later stage or to use alphas made in photoshop to get the shapes right, that gives you more control.