So I'm coming from Blender which I've used since like idk 13, 14 years old somewhere around there. So I might be a wee bit biased towards Blender. Anyways since I want a job in this industry I need to learn the industry standard software, thus why I'm trying to learn Maya and will probably try learning 3ds max afterwards.…
Art
: Character Artist Torus Games is seeking a
character artist to join the team at our Bayswater studio for an immediate
start. The position is fixed term for 9 months but may be subject to extension
pending project requirements. The successful applicant will be required to: • Create high quality character models • Work…
I am still paying my own Photoshop subscribtion but haven't found anything useful in it for very long time. Curious about "shadow re generator" as a way to get rid of shadows for de-lighting albedo but very much doubt it will work . And it's in a waiting list for forever already. Tried today their sbsar support for…
3dsMax 2020 What's new - Full list Modeling +Enhanced Chamfer modifier * The new Fixed Weight Chamfer keeps a consistent chamfer width. * Weighted chamfer allow chamfer to be controlled on a per-edge basis with crease weights. * New presets allow to save favorite or set default settings. * Added Inset adds edge rings to…
used max for about 6 or 7 years. been using maya for about 3 now. here's what ive got to say about the things you've brought up. Max things in Maya: Parametric modeling: no clue what you mean by this. lol. not sure what it is. Symmetry. Doable for basic things. no slice/weld but essentially instanced/mirrored objects act…
The labour of love is subjective, I have modded for oblivion and skyrim, and many games before that and I was happy to do it for free, but at the time I was also living at home, and studying full time with government assistance and very little expenses. What if I don't want to work at an esablished studio and my dream…
18. Baking: Lightmaps There are a few different types of lightmap you can utilise and each has its own uses. The most common one is a Point Light Map which involves placing lights within a scene and rendering a lightmap from your low-poly. This can be done in 3ds Max by setting up some omni lights in your scene, spacing…
A bunch of new updates in last couple weeks. This week updates: Version 1.879 released on 12-5-2012* VMF: Fixed error when exporting a scene with a Sunlight object. * VMT: Updated $phong export logic. Now the Phong export will happen even if there is no Specular Color map but the specular color slot is enabled. In that…
"Great work so far"? Haha, many thanks! Just think that I was expecting torrents of bad critics when posting the images... :P Wow, so it's you the one who made that mod? I randomly found it some days ago while googlin' for some help... It's really insane, it catches me! Great work indeed! :D The only thing that I could say…
Simply put, tangents and binormals are the tangent space calculations, a gizmo (or swizzle) of three vectors per each vertex that encodes and decodes (at baking time and rendering time) the normal map gradients taking into account the vertex shading, vertex normals, and UV coordinates. Each program calculates this…