Hi Nina, I'm beginning in this world. I found your channel and I fell in love :-D I would like to ask you something. Why do you clear all the smoothing groups before make the chamfers? Thank you a lot. You have a great content here and all of us learn a lot with you. Thanks! :-)
Hey! Thank you, hope you learn lots of new stuff;) I clear the smoothing groups before the chamfer because if I don't do that the chamfer modifier will create more chamfer lines in some parts that I don't want to. So I found out that if I clear the smoothing groups first it solves the problem.I don't know if this explanation was clear....
Great tutorial!. THanks alot. Trying to make it step by step. I wonder, isn,t it more rational to unwrap one bolt before copying it in 4 and editing? Also big question for me: is it crucial for UW maps of different objects to be in one scale?
Thanks Mishka! Regard your first question, you are right,I should have done that ;) but what I usually do is to unwrap one and then copy to other similar object. Regarding the 2nd question, it's important that you have the same texel density . To do that you can use the pack tools with re-scale enabled.Hope this helps!
@@ninashaw-gameart Thanks for quick reply! In the 2nd i meant equal scale of the UWs of the different objects. Is it supposed to be roughly equal (looking at checker map) or as if we attached all of the objects in one editable poly and rescaled the UWs there?
@@ninashaw-gameart Thanks for reply. Another thing bothers me. Is It obligatory to make all the objects closed (all the borders capped)? Or can we delete the polygons that are not seen by viewer, for example backs of the bolts that are inside the shield? (sorry, english is not my native language)
I usually delete the polygons that are not visible. This way you are also miximizing your number of pol and vertices. It's up to you,not an obligation at all ;)
Hi ! I really like the rendering it's super clean it helped me a lot however I had a question after the realization of my 3D model and the sculpting on Zbrush I must do unwrap but on 3D Max but I have too many polygon and my pc can not follow the rendering what should I do? ^^
Thank you.
🙏😊
Wow longest video tutorial nice. Thank you.
Glad you liked it! ;)
this is awesome . it is all are redy for game engine . but how to baking all are the map from substancepainter.
I really like it! Would be awesome to see this scene rendered online.
thank you!
Hi Nina, I'm beginning in this world. I found your channel and I fell in love :-D I would like to ask you something. Why do you clear all the smoothing groups before make the chamfers? Thank you a lot. You have a great content here and all of us learn a lot with you. Thanks! :-)
Hey! Thank you, hope you learn lots of new stuff;) I clear the smoothing groups before the chamfer because if I don't do that the chamfer modifier will create more chamfer lines in some parts that I don't want to. So I found out that if I clear the smoothing groups first it solves the problem.I don't know if this explanation was clear....
@@ninashaw-gameart yes :-) thank you so much!
You're welcome ;)
I have a question do you pay 1k dollars yearly for 3d max or do you use the student license?
Great tutorial!. THanks alot. Trying to make it step by step. I wonder, isn,t it more rational to unwrap one bolt before copying it in 4 and editing? Also big question for me: is it crucial for UW maps of different objects to be in one scale?
Thanks Mishka! Regard your first question, you are right,I should have done that ;) but what I usually do is to unwrap one and then copy to other similar object. Regarding the 2nd question, it's important that you have the same texel density . To do that you can use the pack tools with re-scale enabled.Hope this helps!
@@ninashaw-gameart Thanks for quick reply! In the 2nd i meant equal scale of the UWs of the different objects. Is it supposed to be roughly equal (looking at checker map) or as if we attached all of the objects in one editable poly and rescaled the UWs there?
@@mishkaangry7404 It is supposed to be roughly equal
@@ninashaw-gameart Thanks for reply. Another thing bothers me. Is It obligatory to make all the objects closed (all the borders capped)? Or can we delete the polygons that are not seen by viewer, for example backs of the bolts that are inside the shield? (sorry, english is not my native language)
I usually delete the polygons that are not visible. This way you are also miximizing your number of pol and vertices. It's up to you,not an obligation at all ;)
Hey, just one question after unwrap ypu didnt attach all the object into one before going to z brush ?
Hey! No, i did not
Hi ! I really like the rendering it's super clean it helped me a lot however I had a question after the realization of my 3D model and the sculpting on Zbrush I must do unwrap but on 3D Max but I have too many polygon and my pc can not follow the rendering what should I do? ^^
You need to make the lowpoly version.you can export it directly from zbrush
Nice tutorial but where is your voice?
Thanks!