Hello Everybody! I have been a long time lurker but now i figured it's time that i contribute something to this awesome community. In this little tutorial i want to explain some simple steps of how to create a convincing and lod friendly tree crown with ease. I will not explain how to create the textures or the trunk.…
Thanks 😊 I grabbed hardops already - it's pretty solid and covers most of the bases I have in my 3dsmax Boolean workflow I'll give the node based ones a go for sure gnoop, anything to avoid actually modelling things makes me very happy 😁
harry1511: Thanks, I would actually love to use modo for some parts, but sadly I don't have access to it right now, only using 3dsmax. nice update, but I think there are some balance issues with the body and legs, feels like he would fall forward
Thanks :) ! About your question, I don't really understand .. If it's about texturing multiple objects, I usually sculpt all the hi-poly in Zbrush, retopo all the accessories in 3dsmax, and once everything's done I would unwrap them all using a single unwrap modifier.
Lol no man. It is of course not the same thing. Look at the modo video that i posted. You can create your new objects on that new grid. Also look at the rappatools gif i posted from 3dsmax. It drops the models to the newly created grid easily. There is no feature like this in Maya.
Good to know, I'm thinking a workflow using 3DSMax's Object Paint tool to place decal squares on a mesh and then exporting them would work pretty well. Does Object Paint create instances? Because that would be extremely powerful if cryexport for Max really does detect instances.
This reminds of that one time where I was so frustrated with the 3DSMax interface that I started a thread about how bad it was out of my own frustration. Boy, what a learning experience that was. On topic...If you're sociable, your chances of getting a job increase hugely. All about the networking.
I'm studying to improve my zbrush sculpture technique. It gonna take me some time. Well, some old stuff just to start. Old Zbrush Stuff. The ancient Alien Red Skull. Hulk Some 3dsmax Modeling/render/light studies from last year.
Well, there's always one way : 3DSMax 2009 on XP64. I'm actually not kidding - this is the fastest I ever experienced. If you have access to it I would recommend you to try it. It's bit slower under 7 (some minor interface issues.) Sorry, can't help much with 2012.
Thanks :) . For her chest plate and shoulder guards, yes. I started them off in shadow box. But for her arm guards and forearm guards, I found it to be easier to create their primitive shapes in 3DSMax. Yup, I think you're right, I should fatten them slightly.