You can set the 3dsmax dispay resolution, antialising and lighting. For such simple object with this noise texture, you dont need to create this subtle variation. Keept it simple, faster to build and cheaper for the hardware. keep the texture variation for very noticeable symmetry in important areas such as character…
1) You should always author materials with your end goal in mind. In a lot of cases that means ignoring 3dsmax and maya all together and bypassing their materials. 2) To salvage what you have, like poopipe suggested, create a second UV channel, arrange your UV's to work inside of the 0-1 space and use RTT to transfer the…
You could try modeling it in whatever package you normally work with, then importing to Fusion 360, and converting it to a T-Spline model. If the mesh is heavily triangulated, it may have issues, but results may vary between file formats and the complexity of the mesh. I've often used 3d studio max to get models in to…
These live boolean tools are great, certainly. But, I'd say they're more suited to 3D print work and concepting. Creating production hard-surface assets in 3dsMax(for instance) is still going to be more efficient. No manual retopo step - which is a huge timesaver - and depending on what method you use you can derive…
+1 Yes, even on your high-poly the poor topology is very apparent even without the wireframe. All those pinching artifacts around the detailing will transfer to your normal map. You might be lucky and hide them in your texturing, but it would be far more beneficial to you as a modeler to learn how to properly…
Thank you all guys. Your answers are very useful!:) Ace-Angel - When i modeled the basemesh, i was thinking about to model the feathers to separated elements.But its a way too long workflow, and i wanted to model it from only one piece, because the real statues are sculpted from one piece too.The another reason is why i…
I tend to keep my schemes the default for everything... its just habit, but if I did end up using blender, this would be helpful. I find it a pain when I switch between programs for different things and the controls are different. it takes me a minute to remember how my camera and controls change between zbrush and maya,…
Not out of the box. The process is much more manual and a lot more complicated and it's usually better/easier to build a lower poly version by hand. 3dsmax's ProOptimizer works pretty well, it can preserve materials and UVs and does a good job of letting you dial it I would explore using Simplygon's remesher reduction…
Are you kidding? Someone sent you the source code of Orionflame and Polyboost? That guy can decrypt mse file and will sent the source code of one of the best 3dsMax plugins ever to you, so you can...what, make them better? The sourc code of PB and OF is not a snippet. It's a hundreds of lines of code. What about this:…
Hi, I don't want to spoil this thread which is about Maya's polyRetopo feature (standard in Maya). So I created a new thread/topic for my QuadRemesher plugin : https://polycount.com/discussion/208030/quadremesher-new-auto-retopo-plugin-for-maya-3dsmax NB: For those who asked, I'm doing QuadRemesher for other DCC apps as…