Ya the 2 packages can do a lot of the same things but do it in very different ways. The java experience will help with python, I would recommend python over Mel for Mayas scripting, since Mel is less powerful and mostly just legacy now. Though Mel is needed if you have to modify existing scripts.
Yeah that's much better. I still think it'd benefit from a more detailed face/mask, that forms more of a head. I think if you took a sci-fi helmet design and modified it to look more like a mech creature you could get something quite effective. That detailing is great though, it looks awesome!
You can set the pivot to where ever you like in the hirarchy tab (button next to your modify tab). So probably should be at 0,0,0 assuming you started your project from center. You should get the piece on the left with symmetry or mirror then. And for something like on the right you can use a radial array.
I had thought about adding the fuller but I would've had to go back and modify the tip of the low poly. At this stage I didn't want to go back that far.... ...Or maybe I can just have the fuller taper off as it nears the top...hmmm, I'll give it a shot when I wake up :)
Does Max bake animation down to the component level? The separate pieces you are exploding should be under their own transforms instead of the same one, so you can modify each piece individually and still use the same animation. You can export it as one object anyway so it's better to leave it separate in the scene.
More modifications. Fixed the proportions. I was eyeballing it a bit before, but I decided to use a stack of heads just to be sure. I also finished the arms. The triceps aren't detailed, but I can fix that later. What's important is I studied them and understand them better now. I started roughly adding in the muscles on…
@Benjammin That's true, I have an AK on hand but the problem is lack of technical knowledge.. I mean I understand that in substance painter we can use the assets already in the application and modify them to achieve desired results. What I didn't know is how to create my own asset that is not already in the application or…
When I export a model from ZBrush in FBX format it's about 300MB. When I import that model into 3dsmax and export it again it is 1.5GB. (In the FBX Settings I have everything disabled, no textures or animations). It's exactly the same model as in Zbrush, No modifiers or textures, animations added. Does anyone know what is…
Hi guys, just started learning 3d modelling a few days ago. I haven't attached the shoulders to the body yet, and the sword on the right is just because i haven't removed the mirror modifier yet (i'm using Blender). I'm making models for a 3d game I'm writing and want them to be reasonably low poly count. Would appreciate…
Hello, I was wondering if anyone out there have any good scripts or the like to modify all the TCB values of selected biped objects in one go. I have found a few old ones but I haven't got them all working with max 2010. The ones I've tested are called: CStudioGlobalTCB Controller Manager (By Lorne Brooks) keyManager…