I think for personal art this is a good policy, but for studio production it falls apart. Really it should be "that any artist can make any changes requested in a reasonable amount of time" because quite often someone else will work on an asset you made, either because you're working on something else, you've left the…
why not build in chunks and render those chunks individual , for example if your having alot of floaters that are sub divided you can break those apart, and take big chunks that have micro details and bake those off as indivdual pieces. the idea is when building high poly is to think while building it how you can break it…
In all honesty True space was a disaster in regards of user experience. And real time viewport was more like directX material in MAx with unusable node editor. ShaderFX had been born around same time and so much simpler to use before Autodesk bought it and turned into non stop puzzle same as their creation graph . I am…
Okay. So soft edges can be split up too? I also need to think about what somebody will see most in the model right? For example in this one, they would see the outside 4 polygons and the inside 4 polygons. The rims of the model will be seen the least. Also, previously you listed this as in the steps I need to take when…
Hi Leon! On posting, you should show all aspects of the gun if you want proper crits. Where's the magazine? What does the back of the slide and frame look like? Chamber? Isometric views are a bad idea. Use perspective. You say this is the highpoly, but I don't see any subdivision going on. Without that I can't give you…
Hello! Facing a really terrible problem here, solution of which i cant find. The problem is, as its said in the title, is that 3ds max suddenly started to distort UVs along edges. This has not been occurring in 2016 version. Here is how I get this effect. I am texturing a wing for a helicopter…
So I started this project with intention to level up my hard surface modeling and texturing skills. First I watched Professional Tips for Modeling Complex Shapes from Pluralsight, and followed workflow from that tutorial. Here are some shots of beveled base/lowpoly mesh and smooth mesh previews of finished high poly model.…
So for smaller assets, particularly props and assets like that. I would make my lowpoly first and put that on a layer. Then make a subdivided version (not subdivided in the sense of highpoly modeling just edge loops so that Ill have even quads in Zbrush. If I know I'll need a pattern on a specific piece say a wicker…
Its very important to realize you're literally just projection onto flat planes here, so it isn't a realistic test at all. Mine was the worst case scenario(a box with no hard edges) but every mesh is going to have some smoothing that needs to be accounted for, which a bump->normals workflow will never be able to do…
Thanks everyone for the feedback! This is my first set of buildings I've ever made, so your opinions are much appreciated. @snake85027, thank you! Texturing is fairly new to me, but I'm excited to tackle this project :) @Fabio, yes, if you follow -Em'-'s link it will show you the wireframe function. I'm not quite sure what…