Hi, Why isn't Sculptris Pro mode popular between artists and they usually tend to use Dynamesh? In Dynamesh unwanted fusion between close distances in very annoying. You need to increase the Dynamesh resolution to avoid unwanted fusion but more resolution makes some big deformations to the model much more difficult.
Hello everyone, I finished making a cove in UDK, wasn't too difficult I found. But I feel like some changes could be made some improvements to get a better feel. If anyone could go to the link and give feedback it would be much appreciated. Thank you very much in advance.
1. Check what ghib said, I never use snap to curve so I don't really know. 2. This is something that really annoys me about Maya, coming from Max. I need to make two objects for every "solid" curve I want - one for the curve spline, one for the shape to loft. I just want to click the "renderable" box! I might see if I can…
I was wondering if anyone has made one and is willing to share it. I've looked into the stock one thinking I can modify it but I have to relearn FX-maps again and it's time consuming. Would be cool to have such node.
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hi Frigus, I'm not sure exactly what you are trying to achieve here and I will try my best to explain thing as clearly as I can: First of all are you trying to animate a walk/run animation to put it in a game engine to make your character move forward? If yes there are roughly two ways of doing it: _ it can be code(…
Thanks for the suggestion, but I don't think it's wise to upload videos of prototype art. You all know what a 3D engine looks like. Interactive computer software must be interacted with in order to determine how effective/robust/responsive/stable/capable it is. Go tell Tim Sweeney & John Carmack that they should code their…
The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
Possible newb question; how do you set independent shading modes for objects in Max? Example: I'm modeling a low poly mesh over the high and want to display the low poly in wireframe but have the high shaded only.