Seeking a 3dmax artist familiar with basic shaders, simple textures and a good eye for color The task is pretty simple, setting up basic shaders and diffuse colors/textures for stylized characters. Compensation is negotiable. If this something you are interested in, please send samples of your work.
Oh my god ..i finally figure it out.. it is because the mesh path not all english..for my cause, i have some chinese word in the mesh path; about the borden glass thing....if i converb the mesh to editable patch in 3Dmax..then it will perfectly display in 3Do:poly142:
Bishobola : if you use 3dmax , you can go into the unit setup: and just make 1 unit be smaller than 1 inch or someting. We had the same issue with the goat courier , that was twice the size:) and just modified the parameters in the "unit setup " menu Looking good:)
Hey. You should try to use more actual techniques as PBR or meshes with more polys. Like more actual "next gen". Also, I'm not sure what software are you using for the renders but you should try things like Marmoset, UE4/CE3( Not 3dmax(never))
Thanks for the kind words guys. @ narticus - I used 3dmax and zbrush. @ Trevor - LOL thanks! @ slosh - Yeah. The more I textured it the less I liked how I handled the cut into the blade. I was to lazy to go back and resculpt :p. Keeping it in mind for next time.
really?? i didnt know max capable to work with CAD data non destructively, guess i need a google work its good if there a workflow using CAD and max, but it would be heavy retopology work i guess, 3dmax have parametric? you mean modifier stack?
Bit of a picky question, but can Riot provide us with the in game camera angle and angle of view/FOV? This will be helping with the layout of our assets inside of 3DMax and compositing later on. Thanks! ** Nevermind, anserwed my own question - The angle to use is around 55 degrees with the FOV being 40.
Hey guys im a maya user that is UVing something with a ton of shells and duplicated pieces with shells that i need to stack and then layout. i know maya has a stack UV feature but its pretty bad for a few reasons. do any of you have a experience with some software that handles this situation well?
I work in perspective view most times and everytime I rotate from a top-down or left view to perspective I have to press "P" and mostly "Z" before I have my object focused again. Is there a way to get directly into my perspective view without entering the ortho-view over and over again?
Hello every1 Im wondering how to weld the vertex (or any other thing) in a editable poly, as an example lets say u create a box and turn it into editable poly, now using just extrude u want to create a simple ring from that box, how will u weld it at the end to make it closed? is it possible? ty lots for any help