The difference is, the turn to poly or turn to mesh modifiers do this in stack, non destructively. If you convert to edit mesh and turn everything visible. it is locked in, can not be undone, unless you keep a copy before that change somewhere. Also fbx export does no triangulate the same way internal triangulation works…
One other thing to keep in mind is that with a new version of 3dsmax and Maya shipping very 8-12mo compatibility with old plug-ins might be an issue. Your plug-in might not work with the newer version of 3dsmax or cause problems. Normally that means waiting until the 3rd party author gets around to updating the plug-in,…
I'm a huge fan of Topogun and definitely support it's existence. Mind you, I didn't mind the ZBrush topology tools either, and found them to be pretty good. I've also been impressed with 3DSMax's toolset too, and a lot of the people I've worked with have used all 3, and each of them has a different opinion. You'll find…
Quickly on 3dsmax and maya... You can also try this 3dsmax plug in, it's a really good one!!!! ^_^!!! http://flatiron.3d-plugin.com/ - lightmap : Will keep only the color of your light dark and light, but you have to be careful. In game we usually chose a special mode for applying the lightmap on the diffuse... then the…
I think the help file and tutorials included in 3dsmax are going to be a great resource and probably the first place you'll want to look/search. Main menu > Help > Tutorials > Search for Unwrap and check out "using unwrap UVW". Its full of useful info and a helpful walk through. F1 brings up the help doc. Not the same as…
Yea I agree with all those points. I favor the Maya system because it mostly works like it should, as opposed to Xref that nearly derailed one of our games because it refused to work as designed 80% of the time. Using the Xref menu to open a Xref'ed object should not crash 3dsmax... Also updating the source should not turn…
thx for the tips and for me the first time serious considering doing more jobs regarding mesh jobs and not just rendering or export stuff which I did only so far. I am interested to see in how they will further develop the node editor,- maybe a parametric modeling direction with that, it could be similar to the wire…
Hey guys I'm in my first job as a full time Visualisation Artist using 3DSMAX & Vray. I started very amateur however I'm getting a lot better. I want to switch over to using UE4 visualisation exclusively for 3 reasons; 1) UE4 is faster. It takes longer to set up the scene, but once it is set up you can have videos and…
here you are guys my last work. for this project i used 3ds max-zbrush-photoshop-substance painter-world machine and speed tree(first time using worldmachine) how i create this? 1_gather references 2_create landscape in world machine and import it to ue4 and do some clean up 3_create landscape material 4_block out castle…
hi there, im curious as to when it is appropriate in today's standards of modelling to use high to low poly modelling or just using Photoshop for creating the needed textures. imagine an abandoned house with an old car in the front garden. the house is made of traditional brick and the car is all rusted out. for the brick…