Mohammadreza Mohseni after a long time I switched back to corona for this commercial project and I am thrilled with the result.Hope you like it. Designer: Farnaz MohebzadehVisualization: Mohammadreza MohseniLocation: Nuremberg, Germany Tools: #3dsMax #Corona #Photoshop #ArionFX…
SuperVillain Studios is looking for a Character Artist for a short term contract gig. We are needing roughly 6-10 characters in a style similar to Pixar's Incredibles. You would be responsible for modeling as well as texturing. Ideal candidates should be comfortable in 3dsMax and excel at low-poly game art. This position…
Hello , Is it possible in 3dsmax to morph the shape of a model over another model with some degree of control on the vertices that get morphed to go over the secondary model even if the secondary model is a different one and doesn't share the same vertex numbers and polygon faces? I not mean it for an animation but to fix…
Howdy all, I've just started on a personal side project and thought i would share the progress. This is the first room 70& complete, which will travel to the corridors upstairs and outside to a run down courtyard. These are just simple 3dsmax renders with no lighting (ive painted the lighting into the diffuse) as it will…
I can get vertex colour info to correctly display in Unreal4 via my 3DSmax FBX exporter. Problem is that if I make a change to the vertex colours (in max), export and then select on the prop in Unreal4 and select reimport, it changes but not correctly. Then if I force delete that mesh and drag my FBX into Unreal4 to make a…
So I bumped into a problem today while I uved my low poly bell model. I'd like to see a uv map like this: Uving a deformed cylinder in Modo Altough I dont own Modo. So I got to do this in 3dsmax and my results are this: .. my result in 3DS Max I dont want this because its going to be hard fixing normal map baking issues or…
I've been working on this on-and-off for a few days as my first 'real' foray into Substance Painter, having only used Quixel Suite before. Trying out a more realistic texture approach rather than my usual grunge-damage-everything, so would appreciate feedback on material definition and the like. Maybe it's just too…
Thats remarkable. I am guessing Houdini really helped speed up a lot of the workflow process and made things easier. I am curious how much of Houdini is implemented by a lot of companies nowadays. I am not sure if Maya, 3dsmax or Blender might stay relevant in the next 5 to 10 years as Houdini is already incorporating…
I want to use high-density decimated meshes mostly, and am afraid it might now work well on 3-5 million poly objects. I could also use RizomUV since it's kind of made for auto seams/packing. But it just does not work that well with dense meshes either. I hope the upcoming Unwrella 4 plugin for 3dsmax will work better (as…
I once worked on a project where an artist made a scale model of jupiter (a sphere). The model was only a thousand polygons but because the scale was so enormous it wouldn't fit in memory and you couldn't open the 3dsmax file. So the correct scale is not real world unless you're actually 3d printing this or using it for…