[Sorry if this is posted in the wrong board, if it is I'd appreciate if someone pointed me in the right direction] I'm a recently-graduated 3D artist looking at doing some freelance work, and was hoping to get some feedback on my portfolio first - I'm primarily a 3D character artist looking at going into games art,…
Hi everyone, Haven't been using vray lately but made the move to 2015 end of last year and been ploughing on. Went to do some promo imagery with vray and the vray materials don't want to show up when using realistic in the viewports. The material shows up bright white. Issue seems to be occurring for others;…
I've gone through the cloth tutorials that come with max 8, but I'm still having some problems. When I use simulate local to bring the seams of the cloth together, it kind of crumples the clothing into this mass of polygons. It works ok when I do very basic uncomplicated clothing, but when I tried to do the pleated skirt…
I've been searching for months now to help me answer this question, which leads me to believe I'm probably overthinking it, but since it still bugs me, I wanted to ask here. How do you guys make such super clean UV Texture Maps? You guys post these awesome texture files where everything is laid out nicely next to each…
Hey guys, I have having this issue with max 2014 in the Unwrap UVW Modifier. When doing my final layout pass I often make slight adjustments to the rotation and scale of UV shells/islands (or what ever you want to call them). Most of the time when I make a fine adjustments to the rotation of a shell, max decides that it…
Hello! My name is Nick and I'm the owner of Thrillride Games. I'm currently looking for someone to create a low poly (faceted) environment for my game. As for some details about the environment, I'd like it to be around 200,000 x 200,000 cm big. It will have 6 caves, 3 small villages, 4 mountains and 5 rivers. I'd like the…
Learning AI art generation tools will become mandatory like knowing photoshop. It will not replace Artists, but we will likely see a similar thing like on the Farm. Instead of 3 Tractors, one guy is driving one Large Tractor. The Job is not going anywhere but you'll not need as many people doing it any more, but you need…
Yea I used 3dsmax and now use Maya. I tend to stay away from the wrap deformer method in maya even though it's close enough, and stick to copy skinweights there are a few options in there that you'll want to play around with. In general I stick to closest point on surface and closest joint. UV isn't a bad option if the…
MagicRefs 1.2 & 1.3 updates bring full CC2020 support, more features! WHAT’S NEW: – Now you can navigate between previous/next images in full image mode by using buttons on the toolbar or keyboard shortcuts – Now MagicRefs remembers the last image selected when opening the panel again – MagicRefs window now stays active…
Generally speaking, it helps to make the edges at the UV borders hard. Firstly, because any hard edges that do not coincide with UV borders will create artifacts in the baked map. Secondly, because UV boarders already have doubled vertex counts, so using hard edges here does not increase the vertex count when it comes to…