Like huffer said, I think the main difference between the two programs is that Maya uses nodes and Max uses modifiers. But to be honest, I find them to be pretty much the same thing - the biggest difference would be that Max' modifiers actually let you go back and forth in history, while in Maya you're mostly limited to…
I really prefer text. Videos do have their uses (I used a lot of videos in leanring how to Max for example) but I always, always use a text version if it's available. I find it much easier to follow and I can go at my own pace. Having to Start/Stop a video constantly quickly becomes a chore and puts me off what I'm…
Hi CrazyButcher! Thanks for your comments. I never used rtZen, but from what I saw in the demo videos that they released it seemed a lot more technical that our system. Kees and I are trying to make ShaderFX as easy as possible for artists. In theory it would be possible to make ShaderFX a stand-alone app - but one of the…
So, as the title reads, I would not like to hire anyone or ask for any assistance, just a general idea for how much it would cost for a skilled 3d modeler to make 2 modular bodies, by modular I mean the bodies all have morph sliders in which you can adjust the sliders to whatever the player would like then the body would…
Heya Eric, The Blender terminology is a bit unclear, probably coming from earlier legacy development. "Autosmooth" simply means that smoothing is applied to the object with an optional threshold for hard edge shading from 0 to 180 degrees (30 being the default). First and foremost this requires the model to being flagged…
It's a good concept, but needs to be finished or properly scanned. A good concept is normally straight on front and side views, next to each other and all the features line up. This is the best kind of concept to get you rolling and actually build off of. They normally don't look "dynamic" but they work well for the 3D…
I truthfully didn't expect to have much time to work on this during the week. Happily...I guess anyway...my clients have had to review some work, so I had yesterday and today to spend time working and reworking my initial Maya greybox and layout. -I ditched the angled view. I decided that with this project, anything that's…
Hey guys, I thought it would be fun to share my little vacation project and get some feedback from you. I always love to read about other peoples progress, hope you like it. It has been a while since I even touched a 3D program. I did some small tests here and there but this is a big project for me. I had to relearn most…
Discuss face weighted normals. (or FWN for short) Oftentimes I wonder why certain features are left out of the major 3d packages, and usually I will figure out why it was ignored. But this time I am having a hard time understanding why no-one uses face weighted normals, it isn't something terribly new ID has been using it…
Hi, up to this point I have been working with greyscale bumpmaps. They work great in Maya software and mental ray renders. For importing into game engines I have been converting all of my bump maps into normal maps. This is the first time I have spent extensive time messing with Normals. I have tried using CrazyBump as…