If you want any decent animation from this project, I suggest the whole thing be remodeled. I understand the idea for this character, and it's cool...but the geometry is complete garbage for someone well into an Art Institute. And your vertex weighting is causing jagged edges on the bottom front of the coat. A character…
@EarthQuake Hey Joe, yes I do have the denoiser active. Turns out I have no screenrecorder installed at the moment to do a video but with Denoise set to GPU I get a really unstable image in motion that looks like one of these painterly-filtered flickering early 2000's music videos. Also can't seem to set Denoise to quality…
Update on texturing. Crits always welcome! Thanks! What I like -I think the base materials looks quite nice. It's nothing fancy. It basically consists of semi rusted steel and dust/dirt. -The way materials reflect the lights, it looks wet and shiny. I think looks interesting, because it's exaggerating the shadows which…
I do not generally buy addons, but i like this one! The price that you have though is pre-tax so you should give a heads up. I am not really in a happy mood when the end price is not the one i see, just speaking for myself .However the time i will save with this instead of 3ds max's ribbon is great, so i'll post my…
Are the "brick/panel lines" modelled? If so, I would remove them and add them with a normal map. Also I would try to add a little more intresting, decorative shapes to your buildings (eg adding "half-columns" to the edges of the buildings") and maybe some small bending to remove the vertical straight lines (personal…
Autodesk announced 3dsmax 2012, we thought it would be a good idea to take a look at what's new. There seem to be a lot of new features here is a look at the ones we think will impact you the most. Out of the box the single biggest change to our every day work flow, is to the UVWunwrap. Hands down this is going to effect…
Hey guys, first post here as the discords I am in are mainly weapon related, and as ive found these things are very very different issues. I am in the process of making a bunch of buildings. To preface this, I know modular components are very versatile and many of the more basic buildings in the project are comprised of…
Hello Polycount, I'm trying to improve my prop creation skills with a view to eventually creating some half decent portfolio pieces. I've got to say I'm a little confused as to what the current workflow is for creating high poly assets (hard surface). I originally learned the SubD workflow (manually positioning edge…
Hey guys. This is an issue that's been causing me headache the past couple days. When baking lightmaps with the "non directional" option, my maps look fine. But I need to use the "specular directional" option in the end since I will be using spec maps, and the results are far less than satisfactory. Here's an image that…
I'm trying to come up with a list of enhancements to be made to in-game screenshots in order to give them a more dramatic, illustrative quality. I can't say much about the application other than that it should focus attention on the characters. So far I have: -View in black and white to check for good value contrast and…