Hello everyone, Introducing my plugin for 3dsMax DynaMax V2: Dynamax allows Dynamesh like workflow in 3dsmax. This is the second release of Dynamax. DynaMax is a perfect solution for free-form sculpting because it removes all need for focusing on topological constraints. It’s possible to change the overall shape of any…
Your assets look promising so far and show that the needed competence is basically there, but you need more and mainly newer things. The new stuff is always your best stuff, and you need that now. Get some quality realistic assets going in the fashion of the tutorial briefcase, maybe a new hand painted thing, clean up the…
Thank you all for sharing your thoughts! I'm surprised that there doesn't seem to be just one term for this concept of maps. Different material properties having different names in different engines makes sense though since the complexity of "recreating nature" makes for many ways of going about it.. Looks like we have:…
Unfortunately there is no erosion atm but some of your examples can be recreated in some way in SD in an acceptable quality. The crater one can be done with some regular noise and then subtracting some cellular/ voronoi one. I also see "turbulance/plasma" ones...World Machine is also very good for this. I personally don't…
More to the point, if she couldn't afford to live in that area before, and (a year?) after the kickstarter, then why the hell was she asking for only $10k? As for the quote on Poop's post, most of the quality kickstarters I've seen generally have something of note if/when the money exceeds the goal. Star Citizen - more…
Hey ya'all, more updates. I figure before I post those I should also give some context for what all of this is about! These models are for a Kickstarter video game trailer. The game is a realistic simulation of airplane laser tag on another planet in the future. Now, I'm not a developer - I'm an artist and a project…
Thanks for the suggestions guys, I managed to figure it out a different way from your suggestions though. @echofourpapa That's what I did before when I was getting those details from a plane, but with an actual mesh and normal being smoothed it doesn't really work very well. @internet friend Turning on polypaint for my…
I think a more modern approach is to begin in ZBrush without a base mesh, then when your high poly has been set in stone, you retopologize it to get your low poly. From there you can unwrap and make your cage, then bake everything in xNormal. This method minimizes how much you have to swap between software. Starting with a…
It's just based on a scale that Epic uses where 1 unreal unit = 2 cm, so since maximum grid size is 524288 x 524288 uu, that's 1048576 cm x 1048576 cm, or approx 10.5 x 10.5 km. Largest landscape you can create in UDK is 4033 * 4033 vertices and when you go to the top viewport you can see that it almost fills up the whole…
Approach something like this in steps. First layout your grid and the find the pieces that you will need to fit within the grid. Don't worry too much about materials at this point just focus on getting the pieces to a point where they can be snapped together and you have all of your necessary wall sizes and corner angles.…