I'm not so much looking for "how to use the program" guides. More of modeling method tutorials with examples and demonstrations. Correct modeling forms for deformations in low and high polygon models would be nice. I know studying other models helps associate form and flow, but the method escapes me. I tend to model…
I was reading a thread about a student who's tutor said if you expect to work in the CG industry you HAVE to use booleans. Obviously that's absurd, everyone has a different workflow. But booleans are notoriously unpredictable, I say this as a max user I don't know how effective it is in other apps, so I was just wondering…
Hey guys. Basically I faced the issue with baking normal map in xnormal, so that is what i have on particular model of tree: . Maybe, maybe I've chosen not the smartest way of making model but I used tutorial and basically made high polly of tree, then made low poly from it using low resolution zremesher. I just started…
Greetings, So, I have sword, made a picture for you to see the topology in case it makes a difference. The polygons that represent the edges of the blade and all the triangles you can see in the picture are not planar to the z axis. I did planar z axis UV projection to all the polygons except for those which are parallel…
@Visigoth Sorry dude, I was just too lazy to type back then :D But I totally agree with the others. KEEP IN MIND THAT IM TALKING JUST FOR THE DRAGON HEAD. The overall sculpt looks too blobby with no definition. Texture looks very flat, and the silhouette is very blocky, you obviously need more polygons, Im sure there are…
Hey Craig! Glad to see you posting on here. The thing that jumps out at me most about these is your polygon density in areas that won't affect the silhouette of the object seems a little much and a general waste of polygons in other areas. Lets take the stoplight for instance. Outside ring of the light is very obviously…
Well another thing to consider is whether you will have to make yourself comfy with the program in a studio environment, or by yourself. My personal experience was to never worry about 'the other program' for my personal stuff since polygons are polygons anyways. I you 'need' to know Maya because you will have to use it at…
There should be plenty of references for weapons like these. You could probably find a ton of books at your local library if you're having trouble finding it on the internet. The first thing that jumps out at me is that your modeling priority seems off. You don't put enough geometry to define the silhouette, but you do a…
where if all you work with are polygons that might be true in that case something like silo or modo is truly in some areas way more speedy and powerful. But max's strength are combining many things in a almost non destructible and non linear way. Like adding a cloth modifier to simulate clothing, or working with splines…
Hi Vig, when you say "breaking them into individual elements", do you mean separating the model into several objects? I'm not sure I want to do that because I want the various pieces of the model to be unwrapped to a single "space"... I don't know how to word this properly but, say for a human model; if the head and the…