Thanks everyone for the great feedback and critiques. You are all spot on in your assessments. The room is slightly smaller (I actually had a bigger version to begin with) by design. I simply couldn't figure out enough stuff to put in the extra areas so shrunk the areas to the side of the pillars. I know, I know bad me.…
A Thankyou :) ... I have almoust finished with the Beach Rocks, I just need some pellbes and I guess that set is done I will be able to resue probably by changing its textures for other areas of the Island ...Eventually I can make just a Cliff on the style ... Then I have another already made set of rocks wich is more…
I just posted about this elsewhere, but if it's a wall (and it's not a tiny wall), you should probably add some sort of binding material (mortar). Additionally, some of those stones are REALLY broken, I can't imagine them winding up in such a state once being placed, and also can't imagine anyone trying to build a block…
I have mostly been reworking some models and creating noise for the scene. I have created pipes, lights, radio, tire stack, and a redone toilet. The broken pipe is what provides water to the pool, and is UV'd. The radio is one of many random noise props, not yet UV'd. The claw will be positioned next to the toilet. I had…
There is a valid point to using max *because* it is broken. You see, most bakers/engines arent synced up. Which essentially means everything is broken. So if you're using max' broken viewport display, you have to do things like add lots of extra geometry, make sure you have plenty of hard edges, etc to get a quality…
It kind of bothers me how the environments try so hard to look bust up, while having super straight geometry. Tilt over some of the stairs' handrail, add a half broken step, make some real geometry dents in the walls (or even just move the vertices a bit) have heaps of fallen plaster. Make sure the keeper's room has some…
MoP: I think you are talking about the World of Warcraft cinematics. I remember watching the video, I just rewatched it, yes they used Max. However, just as with Blur's switch to XSI, they must have decided that the time they had invested with tools and knowledge was finally not worth it. I know the Maya modeling workflow…
It works in 3dsmax 2017 with biped. Abandon all hope for bones tho... (This arm motion feels oddly appropriate for this thread...) They've royally screwed up bones in newer versions of 3dsmax, at least 2017 and 2018. It does the same thing you guys are running into. EDIT: I just tried it out in 2019 and it works with…
RexM: Oh my...! Thanks a lot for your crits! Really happy to see a post from you here! :) Here is a small update: First of all I re-structured the firs to and re-made their trunks to make them a bit more realistic and adress the issues RexM mentioned. Second I made the first broken trunk/branch and oriented it on RexM's…