Hey Kunik. There are several ways to achieve the same result. I'll just tell you my workflow and I hope it will help you a bit. Let's say we make a Gun. I first do a lowpoly-blockout model. This is used to get the basic shapes and some detail (but not too much). After the blockout-phase, it's time for the high-poly model.…
No engine. it's for TV series works that will be rendered on 3dsmax. So no in game limitation actually.. I'm not sure what do you mean by floating plane and decal. What i'm asking it's not where to slap the texture.. What i want is a complete facial rig, something like this [ame="…
Thought it would be cool to show off the city more now that the modular kit is starting to come togather :) I've started to scatter the buildings around the scene while reworking the lighting a bit. Some of the windows light maps are a bit broken at the moment and they all still need to be worked in with vertex painting…
There are a number of workarounds. But it's still a huge pain in the a... Pixologic seems never wanted to address unfortunately. 1. You export low and middle res mesh with a normal map baked for that mid-res object having no hard edges. Then in X-normal you use that mid res object as Hi definition + that normal map of tiny…
Indeed a book that every tech artist should have. Here's some books I have in my library: David Lanier - 3ds Max SDK (free from his website, a bit dated but a good overview of the basics) David Gould - Complete Maya programming I & II Vertex I & II(hopefully soon :) ) Ballistic's Character Modeling I - III had some…
Thanks for doing these, they are great. Here are some of my suggestions for future tutorials. 1. A daytime scene using the time of day editor. (maybe something with weather fx) 2. A nighttime scene using the time of day editor. (maybe get some nice fog, some light rays coming through the clouds) -It would be nice if you…
@Grimwolf : totally agree on the topic of using good tools, especially when time is paramount. As a matter of the one thing I can say for sure is that as far as modeling and vertex weighting is concerned, switching over to Blender after a decade of using both Max and Maya definitely allowed me to work faster and more…
If you have the choice between Zbrush and Mudbox, choose Zbrush. Zbrush has a steeper learning curve than Mudbox but its overall package greatly streamlines the creative process. The inability to create meshes or actively modify topology in Mudbox, makes the creative process a bit more technical. You'll find yourself…
There's a few things you'll probably want to do to prevent the warping in the bake I'm seeing here. 1) You'll want to make hard edges/smoothing groups for each uv island. I use 3ds max and have a script that does that automatically. 2) You'll want to make a cage for your mesh that encapsulates the entirety of the high…
MassFX rubble pile tutorial (using massFX in max2012+) http://www.youtube.com/watch?v=h4whEGL7eC0 MassFX was added to max2012 and higher, it replaces Reactor. Neil Blevins rubble pile tutorial (using reactor in max2011 and lower) http://www.neilblevins.com/cg_education/piles_of_rubble/piles_of_rubble.htm Neil is a…