OK, I thought i was actually improving without using plugins... Actually, my mapping has gotten alot better in ALL ways. But seems I've more to learn from the polycount crew, which doesn't suprise me at all. Seems lately I've been learning all types of useful Max techniques. I'm normally pretty loose but do get uptight…
Yeah I know people who use Max (myself included) and can regularly get up into the 10 million + poly range. Large amounts of RAM and 64-bit system running 64-bit Max definitely helps. I can believe that with 8gb RAM and a workstation graphics card you could have scenes in the tens of millions of polygons. The amount of RAM…
wait i do have a zbrush workflow to create NM's from. i got it from a friend which i credit and his name is TIM GRAYBILL hope it helps ya : z brush normal map baking steps 1, Ok so your finished sculpting your detail in z-brush, now you want to make you low poly model in max and you want to make it reflect the silhouette…
Clothify Pro is a modifier for 3ds Max that makes modeling and animating cloth easy, controllable, artist-friendly, fast and non-destructive. You get instant results, no waiting around for a simulation to finish. Painful sculpting of cloth can also be avoided. Edit a parameter and see instantly what it does. Every…
Hey so I'm wondering either the differences or the issues with either workflow of getting animations into Unity from 3DS Max. I've done it two ways and both result in playable animations with the exact same prefab setup as each other. First way is to take 3 boxes and 3 bones and simply parent the boxes to the bones with an…
My intention is not simply to criticize the game industry or to repeat the structural problems that all of us already know and struggle with. I don't want to be misunderstood. In fact, it is not even a sector that I am deeply involved in or closely follow.However, there is something I have noticed. More and more people…
OK, here are my results. These are all 128x128 bakes for MAXIMUM SPEED so ignore the ugliness please. First up I have a normal map baked in 3ds Max with Render to Texture, applied to a mesh that had tangents included, imported with Import Normals: Obviously not synced. Here's the next one. This is the same mesh exported…
I am using 3ds max, I just need to know the basics. Like how to properly UV a square so that it opens as a net, or mapping faces so they are in the right proportions. For example, sometimes I will map a face and it will be too thin compared to the real face. I know the theory behind it (I think) I just need some good…
been asking around everywhere...searched all of google...I can't find anything or anyone that knows how to do this...so I turn to you guys... I'm trying to create a ruined building for my ut2k4 map...keep in mind these buildings are being viewed from far away in the distance and no player will come close to them...usually…
1. for props its really about how much you can fake the eye using optimal tri count and normal map. So it may also vary on the importance of the prop. and maybe what viewable angles of the props. Instead of exploding try assigning material ids in 3ds max. Ex: high poly piece 1 wth mat id 1, lowpoly piece 1 with mat id…