working on an environment mostly in max is not the expected workflow in a professional setting. Especially if you're using the Unreal Engine or Source. Because in many companies the person who places the assets is not the same person as the person who makes the assets. Usually you'd have 3-4 people working on an individual…
This is mostly about lighting. Materials need to be tweaked to support the lighting and rendering, but mostly you need to learn how to light a scene. We have some good resources here about lighting http://wiki.polycount.net/CategoryLighting The help file in Max is a good place to start, for scenes like your examples above.…
Hey, I'm 19. Since 17 teen I've been doing some freelance CG stuff for commercials and some logo design. I got a fulltime position in the industry at 18 as model/texture artsit so I gues this leaves with a year and maybe 2-3 month of industry exprience. I've been into games since like 2-3 maybe, I don't remember clearly.)…
Thanks for your replies guys. Sorry for the late respond. @Super that's exactly what I get with the rest of the pieces of the model. @cryrid using the autogroups did not do anything to that particular subtool. Dynamesh was not used here and I know those 2 pieces are capped. Now is it possible that autogrouping and the…
Don't be too afraid of having a smaller screen for 3d work, most applications have some type of 'expert mode' that you can go in and out of to hide what you don't need (sculptris and 3dsmax have them, I believe Maya's is ctrl + spacebar, and if you're using Blender its ui is incredibly flexible and hotkey friendly; you can…
I agree with mojokey. Or you could recreate it with a torus primitive and delete the unwanted geo. Make sure "generate Mapping Coords." is checked on before converting it from a primitive to edit poly. Or if you're really bent on unwrapping it as is you can straighten it out pretty quickly by: Click a vertical edge, click…
I started working the front end a little bit and then sized out the seat/handlebar situation with 3dsmax's biped rig and had to take it way the heck in, modeling for a 6 foot guy, so not really Tychus. After that I went in and went nuts on the engine mount. I consulted images of kit cars and stuff that might have wheel…
A little late but here is my version of this little guy, I was busy and couldn't work on it earlier but I really liked the concept :smile: , finally last night I was able to finish it and today I dropped it into one of my scifi scenes. I got stuck early on because I wanted to keep the final version as low poly as possible…
whew....for not knowing how to uv map, you have a lot of intricate pieces to deal with here. First of all, the tools are slightly different depending on which program you are using. Looks like this is 3dsmax but I'm not sure.. Just do a google search, there is information everywhere about this stuff. It took me 30 seconds…
thanks thats what i needed :) , ill go back and start again I guess. the mesh was actually extruded out of a dynamesh sphere i didnt use any pre made base mesh. I seen hoe to do it this way in a digital tutors tutorial a while back using zbrush and 3dsmax, cant remember what it was called at the moment. I think i will…