We present 3D architectural rendering services, products, Industrial and Animation of high-quality roles that can only modify your understanding of buildings and designs. 3D Team help you to reflect the quality and execution have given us the possibility to continue serving the needs of clients
Hi guys ! i've made a dust brush for photoshop from a garyscale texture a while back, but now i want to modify it to paint colors ( instead of a grayscale texture to use a colorized texture ) but i cant find any way to do it :poly122: cany anyone help ?
Hello, I am wondering if it's possible to export vertex paint data from 3ds max to marmoset? I know it can be done using Polypaint with Zbrush, just wondering if it can be done with the vertex paint modifier in 3ds max too Thanks!
cars are really hard to get right, but I figured I would learn the techniques re weighted normals etc and I think its improving. currrentyl around 120,000 tris, but totally unoptimised so far. each panel has 1 subdivision + a bevel modifier/crease values and weighted normals
thank you. where do i find the "hidden geometry" button? what does pocket mean? and what is "unwrap like a slug"? why not just decimating in zb, then smooth modifier in max and done? does your method give better normals, and less faces?
Looks like I'm unable to delete UVs in Max even using a UVW Unwrap Clear modifier. And Maya doesn't show any UVs at all. I've sent the email across anyway with all the files linked via DropBox. :)
I personally prefer to work from my own concepts, or at least very heavily modify a concept. But if you're trying to land a job, work from a concept; you'll make more impressive work more quickly that way.
Okay working on the tank commanders hatch Okay looked a little off and lumpy Okay Added relax modifiers helps a bit Still need to add the hatch hinge and maybe a handle of sorts.
Thanks guys. Yeah my mesh was the 3ds Max sphere primitive with tris at the poles. I made a sphere out of a box with 2 TurboSmooth modifiers and I got much better results.
I started off the project by modifying a female basemesh to a more stylized proportion and proceeded to sculpt the face, add eyes, teeth, eyelashes just to block out some rough shapes ere