Shell is something I rarely need in 3ds or C4D, but you can achieve a shell by using "scale according to normals" or so in cinema, just hold shift and its extruding the stuff if im not mistaken. I would not recommend cinema 4D as a program mainly for modeling, but by the lord, cinema 4D is a amazing suite and can…
Hello Casper, how's it going? Hope you guys doing well :) With Modo 801 now we're able to edit vertex normals individually. And they included a built-in edge normal hardness edit tool. All of these features require a vertex normal map, as Farfarer's vertex normal toolkit creates one automatically. Modo's built-in vertex…
I doubt it's a problem that can be solved with IK. IK will only make an animator's job easier. If you were previously using biped, know that it handles curves differently. Biped uses quaternion rotation instead of Euler, which is the default for max bones and max objects. You could try switching the bones to quaternion but…
I would advise learning ZBrush and Substance Painter as soon as you can. ZBrush is already an industry standard, a lot of studios use it in-house. Substance Painter will give you a big leap forward with textures, I believe it will become an industry standard if it isn't already, I think the sooner you learn it, the better…
Documents = 2.5d, and will export as photoshop document (.psd) For 3d models, you'll want to save the tool (on the top right of your screenshot, you can see the 'save as' in the tool pallet). Tools can also be exported as .obj There's no going back in this particular case. Its a mistake a lot of people make when they first…
Well presenting a fully interactive (walking) environment to a client can be a very impressive thing, especially if they are used to only getting images. I guess with U4 nothing holds you back trying it out. I think CE3 is not as good however, as they use realtime GI which is surely amazing for games, but nothing beats the…
Thanks for the crit and encouragement guys! I went back and made the head smaller and tweaked it out with more teeth showing. I also shortened up the arms. Not TOO much, but about where they looked functional. I probably could have made them shorter, but I am happy with them. So this guy is done for the sculpt. I'm moving…
You should look into world machine to help build the terrain base (heightmap) and this sweet macro to generate your color overlay: http://www.polycount.com/forum/showthread.php?t=111551 I used that for some terrain content that we're using to test the terrain shaders that will be released with the next version of Marmoset…
I haven't looked at your portfolio yet but I'm assuming you're a beginner at 3D (which I could be completely wrong so don't take it like I'm talking down to you). A good way to check for scale is to take a proportioned low poly human model and stick him in your scene. For some people, a simple sphere sitting atop a…
Hi again Aranoth, You're on a good start, but I would recommend going back to the horse piece and do a few things differently. First off, you shouldn't make an optimized game model with very specific topology before starting on the sculpt. Instead you should focus on making a very simplistic cage giving you the maximum…