Thanks, everybody. Talon: I am using 302, having just graduated from using 203 (egad!). I think you may be right about the normal maps displaying too strong in the viewport; that was a problem with earlier versions as well, except they'd be at about 500% power in the viewport. I tried reducing the opacity of the normal map…
Peter Stammbach's youtube channel has pretty good Modo tutorials and easy to digest for beginners. I've been a Modo user since version 302. Personally, pure sub-d modelling is more suitable if you're doing product renders. Traditional poly modelling has a lower learning curve, and more efficient for game modelling (plus…
Ok, so I tried what you said, and it barely changed. I ended up trying to scale everything way down and it still didn't really work. ALTHOUGH, NEWS FLASH: I followed this short 10 minute video tutorial EXACTLY MULTIPLE TIMES (the first free lesson part about actual caustics, not fake):…
Guys, you forget that as freelance... 3D is not only "game art". Low poly normal mapped models are just a % of all the 3D work we do. I use modo 302, and modo does not work with smoothing groups. I need to use Max, and select the uv chunks i previously mapped in modo if needed. what a way of throwing shit to a free 3d app…
001; Are you hurt? 002; No, thank you. Only a slight mishap. 001; Gee, I thought sure we were gonna kill somebody. 002; <002> is a very difficult fellow to kill
We are very excited to announce that Polycount has teamed up with Marmoset to host the annual Polycount Meetup. Weve booked an awesome venue and plan to make this years meetup the best yet! Venue: John Colins - http://www.johncolins.com/ Location: 138 Minna St, San Francisco, CA 94105 Date: Wednesday March 4th Time: 5:00…
This week, I'm showing concept artists how to deliver game assets 300% faster using 3D. (no,you don't have to use AI; there isn't a need) while also raising the bar for creativity.-Find it here: https://www.menogcreative.com/design-blog/3d-concept-art-materials-style-guide
The problem as many put it is simply the change from the "glory" days of Steam to the current market condition. In the old days (Circa 2012) a FAILURE game on Steam would net the developer 30k. Seriously, the WORST selling games would still make 30k. This was because the supply was limited by Valve's ability to review…
My first guess would be that it IS the vertex normals getting messed up by Modo. It's one of the few things that I dislike about Modo is that it handles smoothing groups very poorly. Are you using obj to move your models back and forth between Max and Modo? And if so, when you import your model into Modo are you deleting…
That's a hard goal. Doable of course, but hard. I started using Modo 302 and it took me months of casual learning with the aid of Dan Ablan's book and dvd plus some Luxology (at the time) training videos. It's only when I got a long term work contract where I forced myself to use Modo 401 did I "get it". Zbrush took me…