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>> No.748829 [View]
File: 264 KB, 1586x869, 1552995749460.jpg [View same] [iqdb] [saucenao] [google]
748829

>>748795
Another 3dguy masterclass thread when?

>> No.672666 [View]
File: 264 KB, 1586x869, james Marsden hollywood sanic version 05.jpg [View same] [iqdb] [saucenao] [google]
672666

>>671767
Zbrush was the biggest game changer.
And it´s exports almost flawless to 3dsmax in realtime thanks to the GOZ system it has built in.
Model a very heavy organic in Zbrush (10 million poly and the thing keeps running at top speed), paint it, make a copy of the model and z-remesh it to make a perfect duplicate with less than 20k polys, realtime, and all in an automatic process that take less than a minute.
After that, the UV master plugin will make the better unwrap an automatic process could ever do, and tesselating/projecting the original model in the copy will add all the painting details and deformations to the decimated copy... and clicking on abutton will export the model to 3dsmax with no errors or changes.
I like to convert the maps to .dds, since the actors usually go to very heavy scenes and MAPS are the biggest memory eaters.
3dsmax 2016 was the last i pir..., ahem, got, but the changes in the menus are always the biggest annoyance from one version to another. 3dsmax BIPED system is still boss when rigging characters for animations and keeps unchallenged from almost 20 years.

>> No.666317 [View]
File: 264 KB, 1586x869, james Marsden hollywood sanic version 05.jpg [View same] [iqdb] [saucenao] [google]
666317

>>666277
Ended in max with a 40K poly body. Not bad, considering this is a face that may get close-ups.
>>666307
...sure.

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