For app learning, if you're going to learn 3dsmax, you should rely heavily on the help files and tutorials that come with the program. They're amazing, they taught me everything I ever needed to know and I still use them all the time. I know normally the help files in most applications are a joke but with 3dsmax they are…
Here's an alternative: Begin with the Zbrush standard base mesh. Use the move brush to reshape it to fit your needs, and save out a copy. If you want to reduce the initial polygons, you can "reconstruct subdivisions." If you need some custom topology, you can edit it with zModeler. But for a normal human, the zbrush base…
Slight follow up to this thread as I've had more of chance to play around with Modo for a few days now and use it for a few simple projects. Generally a really nice package. The modelling options and retopology are excellent and there's very little that you can't lay out and or build quickly. Definitely recommended. The UV…
I try to be careful with critiques because I'm never sure if the advice I'm giving is helpful or necessarily "right." and I'm a student as well. Here are my thoughts, take them with a grain of salt:) I think I have an issue with the compositional layout. it seems like you have your camera positioned so as to squeeze in as…
Wow lots of replies, where to start :\ I've never been able to get normalmaps to work in 3dsmax unless its with viewport shader, thats why I'm using marmoset. I will say, aside from the other issues the normal map hardly shows up without an AO in the diffuse slot. To answers the questions; Duplicated Geometry - I'm…
pretty cool model! to mirror... select model in maya's view port and shift right click... mirror polygon (select the axis you want to mirror on and +/- value. (the UVs will mirror for you). Do not change any geo or UVs. Adding a proper Light map UV set... after mirroring your stuff ^^^^ right click your model... UV set…
Thanks for the help, everybody! I redid my unwrap and focused on making it as good as I could. I did two different unwraps, so that I could compare the results and determine which one was best. For the first unwrap, every vertex is snapped to a 32x32 grid. Assuming a lightmap resolution of 32, every face would have at…
Unreal Engine 4 has a perfect sync with Mikk since 4.7 for static meshes. Skeletal meshes are close enough for government work. To bake for Unreal Engine 4 since 4.7 here's what you need to do: * go to the MikkTSpace plugin setting in Xnormal by clicking the tacky plug icon in the bottom left * make sure "Compute Binormal…
BUMPED JasonLavoie, Tom Pritchard - Thanks much, guys. I just finished some work on the fishbowl conference rooms. Pictures: Here's the interior. Second floor conference room that's basically the same layout. Here's some of the new props I made. Those angular squares are supposed to be sound absorption panels. Instead of…
There isn't a reason for him to be low poly, bar it being easy to sculpt, with the intention of use, I will most definitely make a higher poly version. the mesh subdivides well so it wouldn't take much to get the mesh up to standard. Here is a screen of blender to give you a rough look at the topology, The Textures size is…