Hi all! I was browsing Dota 2 workshop and polycount forums for a while and finally decided to make some models of my own. Here is my first model wip. I was inspired by some warcraft universe dragons. Hope you like it. PS. I am not sure about the handle yet. Maybe it will be a bit modified...
Hi, I am looking for some help on understanding what is happening to my model, after exporting it from mudbox at base level to max - and modifying geometry? Even if I put a new material on it - it looks like after baking Why? and is there anything I can do to prevent this? Just curious Thanks
how place box pivot Relatively sphere normals ? * modify - paint script tool / bonust tool - paint dubl. on obj. ( they are identical ) I think there are not enough settings. I can only randomly rotate and scale. * Snap together tool work relatively normal -> normal and this slow for Many objects sry for my english
for the first time ever, i've just noticed the max Lattice modifier. How good is that? I've manually built shit loads of cages in the past ... probably never have call ever to use it in the future, but it's nice to know it's there ... how many more of these things are hiding from us manual-shy types?
Hi there, Does anyone here notice that the "3point quality normals" modifier adds 3 new UV channels to your model? Usually channels 3, 4 and 5. Does this mean the in order for quality normals to work, one needs these extra channels. Don't they increase the file size and vertice count? thanks GIS3000
Hi! This is my game ready 3d model of sci-fi laser revolver thingy made in free time. It is based on the concept made by TIPA_ GRAPHIChttps://www.artstation.com/artwork/4aBb8 Made in 3ds Max with Chamfer modifier workflow, baked and textured in Substance Painter 2 then dropped into UE4. model More…
Hi! This is my game ready 3d model of sci-fi laser revolver thingy made in free time. It is based on the concept made by TIPA_ GRAPHIChttps://www.artstation.com/artwork/4aBb8 Made in 3ds Max with Chamfer modifier workflow, baked and textured in Substance Painter 2 then dropped into UE4. model More…
I have a question about the Max to Mudbox workflow. :poly131: I've made a highpoly (using turbosmooth) model in Max and I now want to texture it in Mudbox. Do I unwrap the lowpoly version (the one without the turbosmooth modifier) of the model, or do I create a new lowpoly version? Thanks for your help.
Hello Polycount! This is my first post here :thumbup: Today I decided to maka a model of a grenade I sketched yesterday. I worked with the sketch as my starting point and modified some of the design while working. Used: 3ds Max, Phothoshop, dDo and Marmoset Toolbag 2 The result(marmoset toolbag) Some model stats etc
I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…