I never added that one here. but maybe it could help some? It was an attempt for someone to create a detailled military box from... a box (=cube )... :) This is not really original work but it could help some to understand how to delete some polygons with "good" diffuse and some other shader?…
I saw it done very nicely in a Lightwave DVD some time ago. http://www.thegnomonworkshop.com/store/product/339/The-Secrets-of-Organic-Modeling It seems like Lightwave has a very simple tool letting one add geometry just where needed. Iirc it wasnt something max has, but it was easy to replicate (forgot the exact topology).…
Thanks a ton guys! Much love back at ya fe_cyril :: Correctamundo, this was done in 3dsmax & the whips were animated with FK Maya has a similar viewport renderer called Viewport 2.0 that works really nice OverheadShot Gif playback Problems? -For those wondering why your Gifs are playing faster than they should, read below.…
Dustinbrown is right on the money again. But since you asked for some crits here you go... -The ears look really weird, even if the sillohette is correct based on your reference (which is extremely abnormal) Im sure the thickness is not correct, it looks paper thin in areas that are usually thicker and fleshy. -The eyebrow…
Temple of Utu by Martin "MartinH" Holmberg & Thiago "Minos" Klafke WIP Thread: http://www.polycount.com/forum/showthread.php?t=148195 Summary: Our environment takes place in a distant planet where a civilization was built upon a complex mythology based on the worship of their host star, Utu. This planet is surrounded by…
the problem with the plant arent the leaves (leaves look good) but the vases looks very high poly. hard to say without a wireframe but thats where i'd start optimizing. 3300 tris is definately too much for a propr like that. also the stones dont need to be seperate 3d meshes, you can just have a slightly displaced plane…
I saw that Blender can do this step too. I have found this maxscript and it seems the C++ source code is available. So if anyone can make a modifier out of it, and then combine it with Turbosmooth and pro-optimizer modifier after that you would not need to export to zbrush. I understand that the Polyherz quad chamfer…