Hey everyone! I just started a new series on stylized 3D character creation, and this is the first part – modeling the head of a cartoon boy using 3ds Max. 🔧 Software: 3ds Max + V-Ray 🎯 Focus: Topology, Stylized Form, Rig Readiness 📽️ I recorded the full process and published it on YouTube:👉 [Modeling a Cartoon Boy's Head…
Final notes: This contest has been a great experience using Handplane for the very first time. I did have some issues with my bakes which could have been remedied by spending more time tweaking values. Overall I spent maybe only 1 hour (including all baking time) in order to generate maps from my high polys without using…
Is there a way to turn color grading off so you don't need to use a LUT? Colors are completely blown out in the May build. I'm thinking this could be the same issue Adam is having. For example, here is a screen shot from the April build: And here is the same shot in the May build with no LUT added:
You're possibly misunderstanding what average normals does. Quoted from the docs. If enabled, computes the average normal of a vertex to know in which direction to send rays during the mesh matching process of baking. If disabled, the rays will follow the original vertex normals of the mesh. It affects the direction rays…
Some baker / options have "until first hit" which would apply the (hmm, pls. correct me if I mixed them up) rear ray distance but kind of ignores the frontal ray distance. The baker just shoots the ray until anything was hit. If you invert the normals you bake 'inside out' and therefor the baker will not accidentally hit…
Sorry I should have been more specific. I meant occlusions samples. In Transfer Maps window there should be a slider for "occlusion rays" I think it defaults to 16 which is quite low. I believe, because the rays are fired at random directions if the number of rays is too low then adjacent pixels can have sharp differences…
This is what I've been modeling for the past couple of days. I want to experiment with a mech suit for Nelo. I'm not totally sure if it would work or not. but if it doesn't work. this mech will just be a portfolio piece. I might make some small changes to the design. Modeled in 3ds max, rendered in mental ray
Hey Cay thanks for the response! I'll change up the tires this could be because I used mia material x passes, I could always adjust the properties with another shader. There was an ambient occlusion pass on this picture what could I do to improve its quality?This was rendered in Mental Ray.
I agree floating is a good way to go, but you'll need to watch your shadows when you start rendering out AO via mental ray or standard rendering. The floaty bits like to cause trouble. It pays to leave them as seperate objects and turn off their shadow casting ability.
I've been looking for a good way to learn UDK for a while and a few days ago I came up with this idea: I'm quite happy with the blockout, ready to work on the assets. Here's some reference I gathered to get an idea of how I want things to look + a list of assets: I have to decide on the style of the umbrella and whether I…