That matcap you have on is whats making the shading look strange. So take that off or use the grey matcap in the bottom left corner. I think ctrl+1 ctrl+2, 3 etc in blender is like Maya's high quality thingy. That's the shortcut for adding a subdivision modifier.
3ds can have a tendency to completely screw up normals and not show it in max. Export your obj from Max, reimport into max. add edit normals modifier and see if they are correct. If not make a box, edit poly> attach your obj to it, then delete the box. That should reset the normals.
Go to Create > Type, (select the 3D Type), > Modify > Convert > Type to Curves Took me a while to figure this out, the new features are highlighted in green so that helps a lot. Trying to be as specific as possible with the locations of the tabs, since 2017 doesn't have many tutorials out yet.
In this design process everything is 3ds max 2011, i make some experiments while i model the meshes for make more easy the work, and finally i found a not too fast system but very usefull, the cave is a suimply box grid with many extrudes plus "relax" modifier.
Hmm, I know that on the commercial product I worked on the graffiti was all created by the environment artists actually, pretty much every sign, logo, advertisment (fake ones)... the only things that the legal department didn't demand get modified more were things based on the compant's IP.
Thanks Imijatov! The elbows are one of my top priorities as well as re-orienting the fingers. Oh, and I will definitely will fix the contrasts you mentioned (I think partly due to composites used in render which I will modify). Great portfolio BTW, love the treasure hunter character!
Have you tried changing display drivers in Max? My PC isn't nearly as beastly as yours but it runs pretty well even with 1m~ poly's and also when using UVW Modifiers.. I'm using Nitrous right now, I have no idea what's best though.
Maybe not the perfect example, but... Does anyone if there's an easy way in this new update to unwrap a winding road into a perfectly straight strip? I know you can do this in 3ds max by selecting an edge and hitting "wrap" in the uv modifier and presto. I was hoping Maya can do it as well.
Unreal Engine 2 was still being used even when Unreal Engine 3 first came out. Bioshock used a modified UE2.5 and some Splinter Cell games use it also. But it's obviously going to fall by the wayside as UE4 is better suited for next gen game development.
I went to a ZBrush user group meeting in London, Scott Eaton and Paul Gaboury - FTW :) Warhammer 40K test, rough film test I hope! :) check out his nipples, as W40K troops are genetically modified they don't have any tackle to save on armor space :)