Hello Polycount-Community, I read that one should alwas model in polygons which are (automatically?) converted to tris upon implementation into an engine (f.e. UE4). I also read, that the reason for that is a) better animation possibilitiesb) avoiding shading errors of ngons Now lets say I have the back of chair with some…
I know there is InsertMesh and subtract with DynaMesh and Reprojection but that is all too imprecise for my taste, here is what I mean: I tried to split them: First sub Dynamesh on the right side with a simple insert mesh box, then sub Dynamesh on the left side with a simple box and the mesh previously duplicated. I made…
I am trying to create a better effect for a laser projected hologram using unity + shaderforge. I would really like the appearance of the light rays sweeping back and forth and flickering so it looks like the rays are drawing the hud image. Has anyone done this effect before in a shader? Scrolling textures side to side…
Hi there ! I started to work on this guy during a Zbrush class and he was first supposed to be a "no brain sculpt made only for fun". But then, I decided to use him to experiment on character creation workflow (and especially on how to create good looking diffuse and normal maps using Zbrush and 3DSMax). Here's the new…
I'm looking for somebody to help me take a handful of character models, each with distinct proportions, tweak them to fit on a common skeleton (provided by myself) and then skin them to this skeleton - preferably in 3DSMax. The characters are all around 15,000 polys and the skeleton is a pretty straighforward humanoid rig…
Base model in 3dsmax from primitives a half then mirrored and to zbrush. I usually split the model into subtools by materials, gold in a subtool, steel in other etc so that i can bake a material id map really quick. Quick question for everyone: how do you guys normally do the bolts? do you ignore them for the lowpoly and…
I did leave the grip flat because i figured it would never be seen (always a hand holding it). And thanks for catching those n-gons. I'll need to go over it again apparently. But, what does smoothing groups mean exactly? I use Maya, and I thought smoothing groups was something 3dsMax specific? The last photo -- that is a…
Maybe not the answer you're looking for but this can be done quite easily in 3dsMax, for instance. Export the terrain to Max Conform a spline to the terrain Use path deform or similar to instance the fence section along the spline Export/Import a single fence section to UE Select all fence sections in Max and use Tom…
Yes I would definitely go with the i72600k. I have just got a new machine at work with similar specs to those and it runs like a dream. Photoshop opens in 3 seconds flat and i can have multiple instances of 3dsmax open at once and flick between them instantly. So 16gb of ram is definitely handy. Make sure you invest in a…
Hey, Looking good. Fibremesh is a world of pain (for me anyway), especially when it comes to something so precise like eyebrows and moustaches :D . You can try ZBrush insert meshes or poly drawing in 3DsMax to lay down some basic hair directions. After that you can move them around as clumps with the move tool or…