NoSeRider: Workflow in Milkshape is similar to working in Max 4 years ago. Wings3D is similar to modelling in Max's editable poly toolset today. Maya seems _slightly_ behind Max on the polymodelling toolset (I use both Max and Maya on a regular basis), but it catches up with most of Max's default tools once you add a…
Looks like a good start. You didn't really say if you are aiming for a game asset or something just for render, but I'll assume a game asset. Either case, I think your poly distribution could be revised a bit between the head area and the legs. The legs could use more definition in key areas. It's obvious they are just…
tried to finish up the persian temple scene and here was the result: it's certainly something I can use, but I don't think it's right for a trailer. it's okay but I don't think it's that captivating. I think there is some artistic things to fix up like balance of contrast and detail, but even besides that, I think the…
Hello I'm new to polygonal modeling in general, reached the point where I have sufficient knowledge to make most kinds of shapes given the time frame but still haven't set out to do any cool stuff. My texturing is definitely lacking behind so idk what really is possible during that phase, but I've seen people apply the…
Hi, I coldn't find any tips on the internet about it, although I think its very important in game ready models. As the title says – what's the workflow for the cars with interiors? I just finished an exterior with a blueprint of Volvo 240 and I don't have any clue how should I start with the interior. Should it be…
Hi guys, I'm working on something for a job application in 3ds Max and I've been asked to work in specific units. These are as follows: Customize > Units Setup > Display Unit Scale = Custom “ cm” = 0.1 inches (note the space before “cm”) What I'm wondering is why that space is necessary? When I include it Max gives me…
Hey all, couple of quickies about character stuff. Firstly, when building a base mesh for sculpting, which shoulder topology would work better? The 'anatomically favoured' way where the arms extrude out from under the deltoid or the 'bendy straw' method. I know it's a debated topic in terms of animation deformation but I…
Hey there. For our current Uni assignment we have to create a Next-Gen Game Character. I have chosen to do a Rock/Crystal/Armoured Gorilla. The idea being the Gorilla was once a young strong/warrior who, as he has aged, as been afflicted with a 'rock disease' that is taking over his body. Some of the rock would have grown…
I am making cloth in marvelous designer, after that i am exporting it: Here I am already uncertain, should i export it with thicknes or without? Are there some disadvantages for the animation when i use thickness? When i dont use thickness i get something like this: at the neck there is a "hole" because of the normals…
Anyone familiar with Geo poly from polyboost? You select a face, of any number of sides, hit it, and it makes the poly perfectly planar and equi-angular. So an 8 sides face becomes a perfect octagon. This is handy for extruding perfect cylinders that will smooth into perfect cylinders. But, I want a geo loop tool. Let's…