now you have me puzzled, you are saying you can't enable 2-sided in your material, and you don't have backface cull turned on for the object? That is.. assuming this was 3dsmax. Guess you have to duplicate a few polys and flip their normals then. I tried to use shell modifier with size of 0 myself but that just makes a…
Alternatively : Select an edge loop running throughout the mesh, right click -> create shape. You now have a spline in your scene following the path of your wire. Apply a Unwrap UVW modifier to your object. Enter Polygon mode and under wrap mode choose spline mapping and select your created spline. 3dsmax will now do a…
Sadly xnormal is still PC only but fingers crossed that'll change eventually :) I have heard fantastic things about Modo's modelling - just seen numerous vids of Blender looking remarkably similar - without explanations its often hard to get a feel as to 'why' a particular app rocks. Silo for example and intuitive tools or…
Thanks for answering Mark, I will take a look at 3DSMAX then. What I meant by "TF2 modeling" is: How do I make sure my hat - weapon is up to scale ? And does a hat model automatically gets adjusted to the character's heads ? Even if I manage to make my first hat model in a few weeks, how can I make sure it's right where it…
You need to create a set of uv's for you z-remeshed model so that it can transfer the 3d information from you higpoly to a 2d texture map. You can make these inside of Zbrush using uv master, or in another modeling package like Maya or 3dsMax. Look here for some basics:…
Everything is to scale.I built the scene measuring in mm.Everything is measured at a scale of 1:0. I tried it with corona and it rendered fine.I noticed when fg is being computed,I can see the area under the desk completely darken the way it should be,when it starts rendering that's when it becomes incorrect including my…
Thanks, guys. :) I was wondering about what would be a good way to render out hand painted props for presentation. I've noticed that a lot of hand painted artists have rendered their props with an outline, so I gave 3DSMax's "Ink n Paint" material a go. I just wanted to get some feedback on the render and presentation.…
Thanks! I haven't watched his livestreams but I love his videos, I will for sure get on that! I'm currently using SFM's graph editor (for small tweaks) so I am sure I would be fine but I want to move on to maya/3dsmax, I heard Maya is used more by professionals for this kind of work but I'm not sure which one I should do?
I perfectly know that Thrivius but thanks ;) . I actually have a 3dsMax script that automatically bakes a map with those caracteristics but I must have UVs to bake it. What you see in the pictures is just a polypaint base color pass with no detail, AO bakes or anything, over the high poly model so I hope the texture is…
You really can't go wrong with Maya or 3DSMax. Either should serve you well for what you want to do. If you're subscribed to Digital Tutors, they should have a lot of training content for both programs to help you get a grip on the basics. I would recommend looking at Zbrush only after you've got a good feel for making…