Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 46 15-07-2007 , 08:57 AM
Registered User
Join Date: Jun 2005
Location: Seville, Spain
Posts: 238
EERM
what do you mean with max-ing? user added image

# 47 15-07-2007 , 09:18 AM
Funky Bunnies's Avatar
Subscriber
Join Date: Mar 2005
Location: Illinois, USA
Posts: 250
oh, it's not important or anything, I just noticed you had 3ds max open is all. That app's scarce around these forums.

# 48 15-07-2007 , 09:38 AM
Jr.Who
Guest
Posts: n/a
Max?! Blasphemy, he’s a witch, BURN him!!!!!

lol :lmao:

Coming along nicely, man.
user added image

# 49 15-07-2007 , 05:27 PM
Registered User
Join Date: Jun 2005
Location: Seville, Spain
Posts: 238
well, I started using max more than a year ago.

But now I'm using it to export the models to mudbox. With maya I make an FBX to open it in max and make an OBJ that i can open in Mudbox.

You know something? It only took me a couple of month to learn to make the same things I do in Maya. It's not difficult, only different.

I'll work on this a lot today, so maybe I'll post 2 or 3 new shots during the day.

Attached Thumbnails
# 50 15-07-2007 , 07:25 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Why do you need to go into max then into mudbox?? Just export straight from maya as an obj or am i missing something that mudbox needs?


"No pressure, no diamonds" Thomas Carlyle
# 51 15-07-2007 , 08:47 PM
Registered User
Join Date: Jun 2005
Location: Seville, Spain
Posts: 238
answer: Because I'm the biggest idiot on earth and forgot I could do that loading the plugin in the plugin manager... :headbang:
PS: I'M STUPID

# 52 15-07-2007 , 08:51 PM
Registered User
Join Date: Jun 2005
Location: Seville, Spain
Posts: 238
look at this.. a bit of texture and a couple of fx.
I think that might be the final camera position.

Attached Thumbnails
# 53 15-07-2007 , 08:51 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
LOL!


"No pressure, no diamonds" Thomas Carlyle
# 54 15-07-2007 , 09:30 PM
Jr.Who
Guest
Posts: n/a

# 55 16-07-2007 , 12:07 AM
Funky Bunnies's Avatar
Subscriber
Join Date: Mar 2005
Location: Illinois, USA
Posts: 250
looks pretty good, man. Be careful with the detail, though. It looks a bit crunchy in the cloth and I think it would look better toned down.

(No worries, I was just wondering about max because I use it about 50% of the time. It really isn't that different, but the modeling tools fit my workflow more.)

# 56 16-07-2007 , 12:15 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
The LOL want caus of your model it was in reference to the maya/max/mudbox comment, must have poseted it just before I did mine!

Looks really good man, got to agree with funkey, as its looking a little "lumpy" in the areas that youve started on, I know as ive done it in Zbrush its easy to go ott and not keep the design in there, especially when you get into mayaas its always seems to be more in there than in the sculpting package.

Are you uasing displacements or just inporting the geo??


"No pressure, no diamonds" Thomas Carlyle
# 57 16-07-2007 , 12:53 AM
Registered User
Join Date: Jun 2005
Location: Seville, Spain
Posts: 238
Just importing.
But I think I won't do that any more because its like 1.5 million triangles in the scene... that's damn crazy, when I last saved the scene was like 60 MB! OMG!

# 58 16-07-2007 , 04:13 AM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
Incredible Legolas-hv! I have got to get cracking on my pirate, I'm still working on his ribcage.

# 59 16-07-2007 , 04:54 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300

Originally posted by Legolas_hv
Just importing.
But I think I won't do that any more because its like 1.5 million triangles in the scene... that's damn crazy, when I last saved the scene was like 60 MB! OMG!


Man thats mad, I m just going to import the displacements and go from there, think for my model I've got about 1000 polys before I apply the displacement, the Zbrush model is about 700,000.

Think I pushed my system to about 3 million polys once before it went uncontrolable, never go that level though now!


"No pressure, no diamonds" Thomas Carlyle
# 60 16-07-2007 , 11:38 AM
Funky Bunnies's Avatar
Subscriber
Join Date: Mar 2005
Location: Illinois, USA
Posts: 250
hehe yeah mine's sitting at about 2.5 million in ZB but no way Maya would like that. Exporting a map and a lower res iteration is the way to go. Sorry to hijack the thread, legolas

I think this could use an ambient occlusion pass and some work in photoshop as well.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is Off | HTML code is Off

Similar Threads