Hey Guys, here is a new piece I worked on. I made it after a Concept from Daisuka Kazama I used 3ds Max, nDo, Substance Painter and Marmoset Toolbag 2 The gun has a triangle count of 12979 Tris, 2k maps fore the gun itself and 1k maps for the attachments. I hope you like it :) Wireframe: Maps: Highpoly:
Hello! I made this here sorcerer guy as an attempt to get into hand painted textures and was hoping to get some feedback. I know the cloth folds could be better but man, is it hard to get those right even with reference. Anyways, I'd love to hear what you like and don't like. The model: With wireframe: Diffuse (the only…
I have just gone from max 8 to 9.I have a lo poly model i am working on.If i select the faces of the body and click hide so i can work on the arm they disappear,but when i switch to vertex i get a wireframe of the body appear.I cannot do anything to it but it is there.can anyone help?
Hello So, I'm having a weird problem with my mesh, when I activate polyframe the wireframe doesn't look like it should and if I try to mask something it's almost impossible to see the masking area apart of the edges... here are a couple of screenshots, if you guys could help me with this...cause I have no idea of what's…
I created this image some years ago and just wanted to share it with you. It's not really game artwork but a 3D rendering about games! So I guess it's okay to share it here! :) It's called 'Back in1991" and it's a tribute to the good old days of DOSgaming. Modeled/rendered with 3dsmax/Vray and a little bit compositing…
Hey, I'm wanting to get some practice in for realistic heads in UE4 so I am planning on making a number of them in order to really nail the workflow. Here is my first one so far... High Poly Sculpt Wireframe UVs (hoping I have set these out to make the most of the face and eyes) Any feedback would be greatly appreciated.
I have a pretty good PC, has 10GB ram etc Intel Core i7 2.80GHz 3.36GHz In max I have 3 viewport layout. 2 are wireframe and 1 camera view in standard shading. when I play a door animation (simple single motion)it lags in the camera issue. Shouldn't it be able to show smooth animation? or is this normal?
no Just preview how the mesh subdivides with a wireframe off, see that it looks fine and no artifacting, and acknowledge/learn that ngons/tri's on flat surfaces are totally fine for most cases. in your case, you'll have some overlapping topology once subdivided due to how you're generating your support loops however.
Thanks again for the suggestions. I think you might be right about the fire escape floor texture. The windows of the building on the right, they are supposed to be horizontal frames on them. I agree the windows in general need a bit more work, I could experiment a bit more with the reflection on them. Here's a wireframe in…
Hi folks. in 3ds max 2011 when I set the transparancy to 'none' and the viewport to smooth+highlights+edged faces+hardware I can't see the wireframes anymore. They show up fine with simple or best transparency though, only transparency doesnt work right then. Would anyone know how to fix that?