Has this actually been solved because I am getting this issue... i hit Shift+C to select a color, and then i pick a smart material... i hit ok, and a similar issue occurs and it show the DDO window pre-render... i close that window and it brings back the post-render DDo window that i was working on with the smart material…
In 3ds max, go to the Hierarchy tab (the 3rd one) in the command panel. Click affect pivot only, select move tool (w) and then right click the X, Y, Z spinners at the bottom of the viewport to bring the pivot point to origin (make sure the reference system is set to world in the drop down menu at the top). If you wanted to…
Thanks for the great crits guys! @letronrael: totally agree on the colors... I'll tighten it up. I'll bring out the skull some more too.. I think the lighting is killing the textures as well, so I'll attack it from both ends. Ground hasn't been touched at all yet, so I should have that updated next post. @toxic: Should I…
I spent my evening starting on the blockout of the props from Darksiders (AMAZING game.) I'm trying to get the size and scale perfect before bringing it into zBrush. Here's what I've got so far: After posting the photos, I can see some sizing issues with the hinges: they're too tall and skinny. I think they need to be…
Hi, I'm looking for someone who's interested in taking part in this project and share revenue (if it would sell). I call it 'Muricat (name's negotiable). Dota 2 courier - has already been modeled, UV mapped and Textured for Dota 2 Look&feel It has a very basic rig that I believe is suitable for the simple animation I had…
Figured as much but also figured saying it doesn't hurt ^^ The only other thing that bothers me is the front end of the bracers, it worked in the concept because the gems were protruding outward and created a more interesting silhouette there but my guess is with the polycount restrictions the same isn't possible which…
Actually, I think you are pretty close with the likeness but he is a bit overly developed in a few areas and under developed in the lats. Here is what I would change… - I would make his shoulders a tad wider but NOT increase the volume of his delts. His skeletal frame is a tad wider in general. - Give his face a bit more…
This update includes an unfinished diffuse map (so far its just the general areas of the body that i've painted in), a spec map coloured with a brighter saturation than the diffuse to give it a metalic feel, again not finished and still needs detailing. I have also sharpened up the normal map a bit, this will need amending…
I have used a C4D > ZBrush > C4D workflow before and the way you're suggesting it would be the best way in my opinion. I must admit I had some issues with mesh scaling and incredible instability when bringing high-poly OBJ's in from ZBrush, this was before GoZ though and also back when I was still a beginner with ZBrush. I…
I bought the professional a few years ago but I haven't upgraded in those years either as nothing was inspiring for me to update. There is a discrepancy between Maya and UV Layout with regards to stretching and bunching on your UV, I wish that line was very narrow so that when I UV in UV Layout and bring it to Maya UV…