Hi, Here is my humble opinion. - 700 W alim is probably overkill ? A decent 500W is enough for an i5 2500k + 560 gtx. - The video card looks poor. I hardly see how you could play games and use 3dsmax with a fanless gddr3 50$ video card :s . - Proc is good but why not i5 2500 (2500k if you want to overclock it) ? I think…
Thanks for your feedback Texelion. There is certainly a problem with proportion of the cranium which I noticed too, but I cannot quite agree that the face is ugly. Maybe slightly on the generic side but I feel it is the better part of this model at the moment. It is going to see some development neverthless. Most of the…
Next one: This guy was made in the just for the sake of using blender and gimp. Since my school pipeline was 3dsMax/Zbrush/3DCoat/Photoshop, I was wondering is a Blender/Gimp combo would be usable as a substitute of the my usual pipeline. Ans it appears to be quite a powerful combo. Blender pack a serious (but quite…
yeah the obj export is always the set to export triangles, tex coords, normals, smoothing groups. optimize for vertex, normals and tex coords are also checked I`m always exporting the same way but some objects just fail to display with mats (I also checked for mat ids but that wasn't it either as I think only mat1 is…
Ye well, when i create cloths really you can go with 2 methods... 1)or you bring a planar geometry from 3dsmax, with a basic shape and volume and then you sculpt that, and after if you want it a bit more 3d you estract it with negative thickness.... 2)or if you do like me in this case, you extract new tools in zbrush from…
You should start with 3dsMax or Maya for modelling and put UDK on the back burner for a bit until you get basics down. Check out 3DMotive.com and Eat3D.com to help you get started with modelling. That aside, UDK's "material editor" is a node based editor that allows you to create shaders without having to write them in…
9 years ago I was hanging out in Efnet #3dsmax and #model_design. There was only like 6 people in the channel back then R13. You remember the first e3 we met? I walked up to you and said "you probably hate me, but I'm Epsilon". I remember having my WIP protoss model slammed by you in the forums so I thought you hated me.…
I'm not sure there is a magic shader that pulls it off for you. Most of the painterly style comes from modeling/sculpting/painting it using some of the same techniques you would paint with. It's more of a blurring of painting/sculpting then actually a shader trick. In the case of Rory's DW4 model he could probably turn off…
What if you go to the hierarchy tab, turn on "Effect Pivot Only" and rotate just the pivot point and export? If that doesn't work, and I suspect it won't, I think it might be a problem with the way FBX exports scenes, or rather how the engine imports the FBX files. I suspect it uses 3dsmax's world node as the objects local…
I tried to record the process this morning using camstudio but video didnt play in the end so I'm finally going to explain you with text: Step by step, -Use a spline to create your cliff path. -Drop a sweep modifier on it, use angle profile, then from there extrude the top polygons, align them Z if your cliff path is a…