Infinite and unlimited do not actually mean exactly the same thing. You guys keep mixing them up, stop it! One is utterly apart from finite numbers, eg it cannot be put to numbers, measurements, degrees -- the other is merely an infinite capacity for growth. :p
To be fair, it has always seemed odd to me that if you're going to be making money from or with Autodesk products you get to buy them for cheap, while if you're a mere hobbyist you have to pay an arm and a leg. Now at least both have an outrageous price.
Unwrapping hard-surface in ZB is actually pretty easy using Zmodeler to split polygroups at seams(flat surface changes) and unwrapping by polygroup. I'm not advocating that it's better than this or that, merely that it's not as bad as some may think. :) All that's required is a little fluency in polygrouping at a decent…
In case some people didn't know, Scaleform is a middleware that lets you use flash to make your UI. It's still funny to see that the default reaction to buyouts of any kind is "yay, now they'll combine A & B" 6 years on - Max and Maya have not merged.
try duplicating and merging your AO and diffuse layers, for what i can see the magic tool is selecting everything because of the source texture. the AO will add constraints to the magic tool. Also try desaturate the duplicated layer, and play around with the magic tools values.
Hey Rik, I tackled something similar for my MA. I focused on using maxscript to procedurally assemble my weapon components within 3ds max. My maxscripting skills are very limited but it was merely a proof of concept :) http://www.youtube.com/watch?v=wT3l3bVFkHw
I apologize, just re-read your post and it looks like your modelling a rock formation, decimation master with cleanup in maya (merge verts etc) might do the trick or decimate so it retains detail and doesn't slow maya and use quad draw.
Jerc and I are two different person ;) The supersampling in SD basically works the same way, if you choose 8x it computes the map at 8 times the output resolution. The only difference may be the algorithm to downsize the image. Which one do you use in PS ? Nicolas
Awesome talk, thank you so much for sharing! You can get the spherified Cube in Maya by taking a default cube, selecting all the edges, beveling, pushing the fraction to 1 and then upping the segments btw. Just make sure you merge the verts afterwards.
for all the games i've enjoyed very few have graphically inspired me, bioshock comes to mind and red dead, but they are both strong narrative driven games so its hard to say if my admiration merely comes from the narrative or solely the graphics themselves.