Make sure you deselect everything first before running "select overlapping". If you don't, I think it only checks what you have selected for overlapping polygons. Since you're using max you don't have to offset them, 3dsmax has uvW, where other editors are just U(vertical) and V(horizontal), 3dsMax has W(depth). Which…
It kind of depends on what you'll be doing? I'll assume modeling & materials? I am by no stretch a Maya expert but I did start off with Maya years ago, switched to Max and then later went back and brushed up on Maya. I recommend checking out NEX http://draster.com/nex-1.5/. It does a decent job of upgrading Maya's modeling…
I <3 MotionBuilder and not just for the way it handles mo-cap clean up. I love the way two skeletons can interact with each other, I love the interface and how it has the tools you need and none of the clutter you don't. Don't expect miracles from the facial animation, its as good as the animator you have running it.…
Hey guys! Thought I'd share with you a character I worked on for one of my modules at Staffordshire University. We were tasked to do a fake art test on a 'next gen Skylanders DLC character of our own design' This was my process and result! Research: First sculpt passes: Design Experiments Final HP Retopo! I used a mix of…
I was hoping that you guys could help a ZBrush newbie out with some advice. I just started to play around with the software and some of the information I filtered out of various tutorials got me slightly confused. 1. Modelling the Low poly mesh for an ingame object (in 3dsmax) before importing it into ZBrush to create the…
Hey guys, as the title would indeed suggest I am teaching myself various new pieces of software. To do this I decided to create an environment piece in UE4. This was designed to allow me to learn a bit of Zbrush, Xnormal and UE4. Where i'm hoping someone might be able to help me out is about half way through this process.…
It can mean a wide range of duties so finding general tutorials is going to be hard. - FX artist can mean doing cinematic work. Sculpting high poly meshes using Zbrush or Mudbox then rigging complex characters while working with advanced material types along with cloth, hair & fur. - Or it could mean you heavily use a…
thanks for the replies everyone, to answer them down the list, yes RTS games are what I'd like to focus on, but I have no guidelines to follow as far as how RTS models are made, other than looking at the models as best as possible in game. the orca bomber and mammoth tank I modelled wasnt initially for RTS purposes, and I…
Hi guys/gals. My name is Mark and I currently in the development of a pirate game that may be eventually commercially released. For the past 6 months I have been creating/coding/animating etc all aspects of a 3D pirate game. I myself do not have a paying job at the moment, so this is why I cannot pay anyone. What I require…
Hey guys thanks again, it looks like my portfolio is quiet popular with all the traffic I'm getting in last days :) soulstice I'm usually fitting my low-poly model into hipoly, sometimes the opposite way. I'm creating a new lowpoly model, and very rare use some of my hi-poly parts to create lowpoly model. Hope that helps…