I m searching for 3ds max channels that teach more advanced techniques and looks like I just found one. Thanks for sharing your knowledge with rest of us
One of the nicest, to the point breakdowns I have seen. Amazing job. Thank you. For someone who sometimes struggles to stay on track with modular concepts, this kind of condensed walkthrus are a helpful watch. The various techniques to brake the boxy feel and add more silhouette interest are a cherry on top. While watching thru this and taking some notes, I noticed that some of these steps, like the duplication of the whole assembly (which could be a Level Instance), and the geo adjustments/extraction/scattering, and even the sculpting, could possibly be postponed to in engine, via utilizing Unreal's new modeling tools. Even the Spline Path duplication would prolly be a great fit to do in engine. I think it would might be even possible to do all these steps entirely in engine by now, which would be great for getting in instant feel of how it reads/feels in context of a wip map. Of course, working in a DCC one is comfi with can feel a lot faster and more barrier free. But I am curious and looking forward to try it out.
Working in your DCC with the most experience is definitely going to make things feel and look much easier. Whether it's Max, Blender or whatever. I've been dabbling a bit in UEs modeling tools and it's getting better and better. I wouldn't be making any actual kits with it, but for some prototyping or blockouts it's pretty solid.
Haha I appreciate that, and honestly, having a strong desire to learn as much as possible as fast as possible. I've become a giant sponge. Daily practice and failing a lot, speeds this process up exponentially
I can make a video on how to properly do that, but if you go to the top left under file, theres an export option that will pull up some parameters. Usually exporting as an FBX with whatever you want attached is a good way to start. Make sure your object has it's xform reset
I m searching for 3ds max channels that teach more advanced techniques and looks like I just found one. Thanks for sharing your knowledge with rest of us
Absolutely, glad you enjoyed it, and thank you!
One of the nicest, to the point breakdowns I have seen. Amazing job. Thank you. For someone who sometimes struggles to stay on track with modular concepts, this kind of condensed walkthrus are a helpful watch. The various techniques to brake the boxy feel and add more silhouette interest are a cherry on top. While watching thru this and taking some notes, I noticed that some of these steps, like the duplication of the whole assembly (which could be a Level Instance), and the geo adjustments/extraction/scattering, and even the sculpting, could possibly be postponed to in engine, via utilizing Unreal's new modeling tools. Even the Spline Path duplication would prolly be a great fit to do in engine. I think it would might be even possible to do all these steps entirely in engine by now, which would be great for getting in instant feel of how it reads/feels in context of a wip map. Of course, working in a DCC one is comfi with can feel a lot faster and more barrier free. But I am curious and looking forward to try it out.
Working in your DCC with the most experience is definitely going to make things feel and look much easier. Whether it's Max, Blender or whatever. I've been dabbling a bit in UEs modeling tools and it's getting better and better. I wouldn't be making any actual kits with it, but for some prototyping or blockouts it's pretty solid.
thanks for sharing your knowledge and techniques
Absolutely, thanks for checking it out!
This was just amazing to watch and absorb thankyou
For sure, thanks for checking it out!
Nice one ! 👍
Thank you!
Very good workflow, but please remove Pureref and the webcam overlay (generally cause it blocks to much).
Great tutorial! Cool to see your tools and techniques.
I'm really interested in learning more about Trim Sheets and TyFlow ^__^
Thanks Panda! I'll keep the tutorials coming. 🐼
thanks for sharing
Anytime!
very useful man. thanks for making this.
Very welcome 😎!
Awesome!
Thank you!
directly FOLLOW you!
quality content
Thanks Serhat!
dude how are you so good at so many software
Haha I appreciate that, and honestly, having a strong desire to learn as much as possible as fast as possible. I've become a giant sponge. Daily practice and failing a lot, speeds this process up exponentially
could you please use input overlay or sth like that to display keystrokes?
That's a good suggestion ty, yeah i'll look into getting that setup for tutorials like this
Great tutorials. I'm a 2d guy thinking about learning 3d
Definitely worth it, a lot of artists use 3d in their workflow 💪
Thx
Anytime!
TyFlow is very expensive. Any way to do damage similar to TyFlow with other programs like MassFx? I like the material breakage feature in TyFlow.
TyFlow has a free version :)
could you please make a list of plugins that you use?
Yeah for sure, i'll put together a list and what they do
what plugin are you using to scatter debris
I'm using Tyflow in this case, referencing 3 brick models I made, and they paint with some variations
👍👍👍
👍
Please make more tutorials for TyFlow
For sure, i'll put that on the list!
can I create something similar in blender or skethup?
Definitely! This same workflow and mindset will apply to any of your software
new subscriber here
Thanks for subbing!
how can I import from 3ds max to unity?
I can make a video on how to properly do that, but if you go to the top left under file, theres an export option that will pull up some parameters. Usually exporting as an FBX with whatever you want attached is a good way to start. Make sure your object has it's xform reset
time to get back into max
Ohh yeah, that's what i'm talking about!
🙏🙏🙏
🙏
👍👍🙏🙏🙏
🙏💯
watched the whole thing and I don't even have 3ds Max
That's what i'm talking about!
please make tutorials for free softwares
I will definitely keep that in mind!