I used a base mesh from max for the leaves, just 2 cubes with turbosmooth then used move brush of Z to get the shape and then get into the details. All the parts are welded with dynamesh. Im bad at sculpting so i need a base mesh for almost everything :sweat:
i thought looking at screenies that it did have per pixel shading going on (alot of falloff and normals being used in mario galaxy pour example) KDR----"It's using SRAM, that stuff's at least four times as expensive as DRAM but has sub-nanosecond latencies. "is that good :-z
http://tech-artists.org/wiki/Normal_map_compression#DXT5nm There isn't much reason to use DXT5nm with OS normal maps. And if you are using TS normal maps, you will need a shader that interprets the texture data correctly (uses G and A as X and Y components, and calculates the Z on the fly).
Well, there's plenty of stuff you can do to make Max a bit friendlier from Maya (eg. mapping hotkeys like "Focus Selected" from Z to F since you're used to that in Maya), but yes, the workflow especially when dealing with polygon modelling is quite different.
You can change local xyz, Change pivot settings and rotate where ever you want your pivot to be. View mode will still show z up but in Local it should your set pivot. Reset xform before all of this. Also you can use dummy object to set your pivot.
Demonith: It's just a couple of default max materials with a skylight rendering in the viewport. Nothing real fancy going on there. Here's the latest WIP shot - high poly is about 95% done, need to do some touch ups and detailing. Might clean up some forms in z-brush and then head off to lowpoly land.
Generally I do a planar map on the z-axis or whatever is looking down on the object, then select the edge loop where I want the seam to be and break it, then do a relax on the object. It'll be a bit of a funky shape in the unwrap, depending on how much of a curve it has, but you should be able to texture it without any…
Besides organic modeling, you are also missing out on great blockout tools by ignoring Z and Mud. They let you throw together reference shapes very easily, and thats a huge advantage for mechanical modeling. Why wouldn't you want to be curious about these programs anyways ? Mudbox takes about an hour to learn.
I've been working in Z brush to sculpt the 2 creatures floating next to the ceiling in the concept. Not done with this asset yet. This is just the adaptive skin at level4 after retopology. I just wanted to post something. I know the head is different. I changed it because the original design didn't read well in 3D
From the feedback, i have reworked the antlers that sit atop the throne area. here is my z brush quick sculpt and in the scene. normal isnt lookin too pretty atm. im also workin on stickin planes to alpha all over the pelts for a thicker looking fur. more updates soon..ish.