UPDATE: I'm back with new update. I modified the terrain slightly. I also added new flower. I'm able to change it's color. It's black in viewport, but when I switch to game mode it has defined color because of blueprint I used. I tried to sculpt some stone, but it looked more like crystal. Flower:
You don't need Mudbox. Blender has sculpting tools included. And switching from Max to Blender isn't too difficult. You can configure viewport controls and shortcuts to work similarely and you can work with modifiers in Blender like you're used to from Max. For your monthly budget i would recommend Photoshop and Substance…
I understand :) If no visuals are allowed, can you give more details on how it works? As far as I understand when painting you're actually modifying the mask, but visually are you painting the mask (black&white mode as in dynamask) or the actual material? Are there any improvements in the dynamask editor speed? Are there…
Working all night, all the jump/speed modifier distances documented. Unique power-ups contained: Jump Boost, Double Jump, Speed Boost and the super secret Infinite Jump (which you'll never find). Woke up early. Listening to conspiracies and having a good time. Decided to 3d it out. http://chrisholden.net/detail_tiles_01.jpg
Rough hair base down: My current hair technique is to position the hair patches with FFD(box) modifiers (in 3ds Max) then collapse them to an editable poly and fine tune vertex by vertex (where needed). Once I've got the base done I'll throw around a bunch of the thinner hair strips around randomly for the bangs and lose…
Have a look at this website. She has some really cool techniques for 3D Max. She uses the garment and cloth modifier to create pillows and a really cool sofa. Read all of the post comments and replies, there's a little more detail in them. http://surrealstructures.com/blog/?p=928 - Pillow…
The snap together tool can be used to do that in Maya I believe. Just select it, turn on move and rotate, then click the face of one object and the face of another and it should do the rest for ya. Also, the Snap Align tool under Modify in Maya can be used to do this in a different way. (Select a certain amount of points…
I know that in max you can apply a modifier that'll let you manually edit the normals of the mesh. I'll usually just grab all the normals and point them up a bit, so they all share more of the same direction with their normals. Also depends on if your per-pixel scene can support normals edited in this way.
Still get weird twists sometimes by just changing the Vector, but often enough you can just find the right one for a given situation. Changing the World-Up Type can help depending on the setup as well, stills feels inevitable that you'll get a twist sometimes on complex paths, more so than with 3dsMax's path deform…
Here is an example of using the "Custom Code" node provided in ShaderFX to create a snow-layer effect. We measure the angle between the vertex normal and the world UP (or "snow direction" if you wish) and blend in the white color on top of the rock texture. We have a second custom code node that modifies the vertex…