Deleting history is the equivalent of collapsing your modifier stack in Max. The only difference is Maya keeps track of every action instead of a collective group of actions; but after a certain amount of history nodes, going back to edit older ones is more or less worthless or undesired so there is no harm regularly…
Well, sure, but it doesn't change brush presets now does it? That normalmap plugin looks like it could be handy but I like the results I get from a displacement modifier + multires sculpting in Blender. It takes more time and situationally it is still useful to use that plugin or Awesomebump (a Crazybump knockoff that runs…
2-button setup is embedded in maya already. Shame there's no such thing in 3ds max. However I did find a workaround, which was to link LMB + modifier key to each action. So Pan is ctrl+LMB, orbit is alt+LMB and zoom is CTRL+ALT+LMB. That still leaves me with shift for accurate movements.
hi guys, I was just about to post an image showing what I meant, but I think its now clear. Although I still find really cumbersome as workflow to have to go back to the object history to modify something that should be dealt right on the bevel menu. Thanks for your time guys
I agree with Tobbo on how to link the images. But onto the scene. The modeling looks clean but it seems like the textures some more detail. I think I have seen that vent texture on a certain texture website. Maybe modify it a little more? Make it look like its part of the mesh. Keep it up!
If you are rendering in Mentalray..it has a tendency to render elements/polygons that are hidden using the "hide selected" button in the editpoly modifier.... one possible solution would be to add a mat in your multi-subobject material that is completely transparent..and whenever you want to hide those certain objects..set…
My intial idea is, compare color A to color B and feed that output to a lerp node which lerps between the unmodified texture and the modified texture(or straight up solid team color). ShaderFX is still quite new to me. But from what I see, when it comes to creating this with the set of nodes available it's clunky.
Hey duders and dudettes, here are some concepts for the jeep/atv did the jeep first and thought it was too heavy and not fast enough to be in a race so went with a more atv/buggy style. prob gunna modify it a bit and add more sci fi elements maybe, to differentiate it a bit from the other buggy submissions.
In 3dsmax you can use projection modifier to project your uv maps to a different mesh. 3ds Max Help page Although expect to manually cleanup the projected uv's for a fair bit, I only found this usefull for quickly spitting out really low poly lod's when under harsh deadlines.
Okay bud maybe this will help... But you need to work on her s-curve from a side perspective, that clavicle isn't natural looking either... She looks off balance and your forms need allot of modifying. drop an image in Zbrush and compare your proportions. http://www.pinterest.com/pin/508695720383396614/…