http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-EA8FF838-B197-4565-9A85-71CE93DA4F68.htm Tturbosmooth and NURMS will output the same geometry. The reason I use Turbosmooth is because I tend to have a Symmetry modifier, and I want to smooth the result after that not before.
I give it again : http://flatiron.3d-plugin.com/ a good one for 3dsmax! And it's a really fast one! just try it, there is trial version you can download... I have installed mine for 1 week now... it's work perfectly!! But I don't know how many time the trial will continu...
In 3dsmax we do something similar with a plane, turbosmooth and a bend modifier. I'm pretty sure you can do all of that in Maya as well, but I don't have a specific work up for it. You can also select a vert and chamfer it to create holes. https://www.youtube.com/watch?v=2JjYBPEWEek
I went from MS3D 1.4 to 3dsmax 3.1 so I know how you feel. I guess there's no easy way around it, you just have to read the manual and keep experimenting with the program. Like Daz said though, try Wings if you only want to make models
[ QUOTE ] it's a custom engine Designed for MMORPG'S [/ QUOTE ] Please describe enough inormation for the request you seek, or we can't make a decision. Which engine name is this your using? Is it OpenSource? Is it your own? What about tools? which tools are compatitible with this said engine? 3dsMax? Maya? Please be…
I agree with Chillydog12345 andJorvid, and I would also say that you should add variation through use of light color, as well as darkening the scene. Try using less normal information and push your texture sizes and add more subtle color variation to the textures. It looks good for a 3dsMax\Maya render :)
prebaking (or handpainting the lightinfirmation) has been pretty standard a while ago and still make a lot of sense on weaker systems. @op: you can definitely do this in 3dsmax, in ddo you could fake a lot using objectspace normals as masks and fake directional light this way. not sure if it can bake in matcaps/cubemaps.
Hey man thanks for your comment! :) I just model it all out in 3dsmax, no sculpting or anything. Though I would like to sometime get into sculpting for more organic pieces like cloth and etc.... someday! Starting a small 4 piece prop scene study. Finished the hipoly cart for said scene.
Oh, that's interesting. So you can maintain several separate objects in 3dsmax then, and it'll come out as one solid object at the end. So does it only print the outer shell? Or does it print one solid form for the whole thing? I mean, can you have the figure be hollow, or is it always solid?
Hey Jmiles ! Amazing work ! I've a question : How much time did you spend on the armor basemesh in 3dsmax? And all the details on the basemesh ( like spikes, cercles on the shouler, .. ) , after import that in Zbrush, did you keep all as separate subtools or did you merge them together? Good luck for the Retopo :-)