Hey Polycount, new member here and glad to be a part of this community. I work for a small game development company and I am currently teaching myself 3DS Max 2011 so I can help out our artist with environment work. I've gone through a couple tutorials and I have a pretty good grasp on the actual modeling part but now I'm…
hello. you have a lot of polys doing nothing on the blade and guard section. Normal map for the fuller (inset part on blade)? i'd maybe beef the guard up a bit too and use spare polys on a more rounded pommel rather than just a cylinder?
could you post some closeups of the door banger and the..''crown'' on the sides? looks like you might be using a bit much polies there i think if you're going in that much detail, you could spend a few polies on the 4 big insets on the door as well
You can also use groups to create insets and extrustions in zbrush. If you take a loop and use polygroups to group it then hide everything but that group, you can make extrusions my moving or resizing it. You are mostly better off in Max, Maya, etc though.
Hey man, Thegodzero is right. I would collapse every second edge of that inset for the hub: [img]http://www.nealb4me.com/up/hub example.jpg[/img] As you can see the shading still works fine and any other detail can be added later in the texture.
Thank you for all the quick replays. I was trying to go for a modular approach to the whole building. As with modeling the Inset pieces in the pillar, I have tried and failed miserably. I first tried in Max then tried in Zbrush and still never looked like anything determinable.
Simple plane. I inset and applied just normal map. 1 smoothing group . Still appear. I don't have problem in blender and when i export form blender to UE4 but i have to work now in 3ds max and have to solve that mystery
Yeah I will always keep them a tad bigger than realistic. I think adding a lot of smaller detail like screws, tiny insets etc will also help defining the material more. I will do this during texturing in substance using the height channel.
Nice challenges this month, I'd like to do the grenade and the sci-fi space, I'm going to do the grenade first and go from there though. Anyone know how many trapezoid insets there are on the entire grenade? Want to know for proper block out and side allocation.
hey miauu this is what I was trying to do. if settingslaunch == true then ( $.EditablePoly.PopupDialog #Chamfer settingslaunch = false ) else ( $.EditablePoly.ToggleCommandMode #chamferEdge settingslaunch = true ) I just want to be able to get to the settings for a tool by hitting the same key twice, whether that is…