I started off by trying to model characters in a spline modelling app. The first ones were really terrible but once bitten by the bug I could't stop and still can't. I eventually stepped over to a poly modeller (3DSMax) and then to ZBrush. The advice above is great but it wouldn't have worked for me. What worked was…
I know what you mean about getting overwhelmed, it is pretty easy when there is so many options, and so much to learn. Also easy to get distracted. But the most fun way to learn is by doing, so I want to start putting into practice what I learned so far. I had seen that thread earlier. I didn't watch the videos but it…
Hey there, I had the same exact problem every once in a while on some cheap lowpoly models of mine and if I remember exactly I even asked the question here on polycount. What fixes it for me in the end is a mixture of doing a x-form reset, merging it into a new scene AND what seems to actually do the trick is scale the…
Render out each pass as its own sequence of images. Then composite them together. Best thing would be to use After Effects or some other video compositor. If you don't have those, then you can use 3ds Max's material editor to do this, it's just a bit clunkier. In the Compact material editor, make a Composite map, and load…
I wouldn't worry about a few tris. Zbrush should be able to handle them fine. Normally the time spent worrying about it is a total waste, they can often be smoothed out or just aren't an issue. Tuck them in places they shouldn't be an issue, or if you absolutely have to clean up the model and re-import its not a big deal.…
http://wiki.polycount.com/SmoothingGroups?action=show&redirect=3DTutorials%2FSmoothing+Groups+in+3DSMax It's something you have to play around for yourself. Also, what gsokol said, take one step at a time. Focus on the modelling first, no matter how inconsistently "chippy" and smooth it looks. Those can be fixed at the…
Solely on ease of baking (not compatibility with other software) I prefer 3dsmax's approach anytime. There's no need to export or collapse your stack, you can : - combine apply Projection modifier on different objects and you don't have to explode them anymore - you can add a preset and bake all selected objects with the…
It's better like this imho :) Nice work overall, I just feel like you could use more of your texture space, with smaller padding, better packing, or just adding more stuff on your weapons so you dont waste texels. At work we have a sweat plugin for 3dsmax that tells which percentage of our UV space we are using. We aim for…
I don't know what shader settings they support in-game. Each game is different. It looks like they set up their materials in Source? So your materials in Max don't really matter, except as a temporary preview while you're working. You'll want to research exactly what shader options they support. Usually, game artists use a…
Thank you for your input! First off, I have very little experience with Zbrush. I only created a rough base in 3dsMax and imported it into Zbrush, made subdivisions and used the standard, pinch, clay buildup and smooth brushes. I am actually very glad that I was able to retopologize the mesh - that was my latest…