3D Max Studios
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MasterRoninS




Posts: 46

PostPosted: Wed, 16th May 2007 00:35    Post subject:
My fiance recently used the Lynda Essentials vid tutorial on 3DSMax and he said they are very informative. I agree, easy to understand too.

MR


setanpampam wrote:
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SilverBlue




Posts: 1747

PostPosted: Wed, 16th May 2007 02:25    Post subject:
Freakness wrote:
Nonsence. People learn apps differently and all other factors + you wont find game plugins for some programs and he mentioned he wanted to make game models.


Ahh yea right, forgot the game modelin bit he mentioed.
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BearishSun




Posts: 4484

PostPosted: Wed, 16th May 2007 13:51    Post subject:
Can't find u on MSN, I just remembered. Try Lynda stuff. They're video books (with really a lot of long videos with basics, and even advanced stuff). There's stuff like essentials of 3ds max, character modeling in 3ds, advanced 3ds max. Just search some of the major torrent sites for Lynda, you're bound to find it. They also have photoshop and bunch of other stuff.

EDIT: Didn't see MasterRonins suggestion
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fishslice




Posts: 580

PostPosted: Mon, 4th Jun 2007 20:33    Post subject:
MasterRoninS wrote:
My fiance recently used the Lynda Essentials vid tutorial on 3DSMax and he said they are very informative. I agree, easy to understand too.

MR


oddly enough yes they are. I work with Studio MAx evey day, I make commercial video games as a 3D artists. Fortunately I've worked in both Maya, Max and Lightwave. Max is clunky, since the stack is just a very unforgiving system, even though edit poly can now be included in the stack, and don't get me started on reset xForm.

Maya is definately the one to learn for both games and CG. If you have to use Max try downloading Lynda Learning CDs, and Gnome DVD tutorials especially associated with games modelling, UV mapping and texturing.

Remember keep the poly limit as simple as you can get, and then halve it! Even Gears of War models are only a few thousand triangles, the rest is detail/normal mappped. Also for games get super efficient textures, delete any faces you won't see. Keep everthing in quads, learn about normals, non-manifold geomerty, truncated edges, tri-stripping. Use Edit Poly, it's your best friend!

The best models come from fantastic concept are, so get drawing Smile
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-=Cartoon=-
VIP Member



Posts: 8823
Location: South Pacific Ocean
PostPosted: Tue, 5th Jun 2007 08:42    Post subject:
Lightwave > 3DMAX/Maya
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Posts: 3074
Location: San Diego, CA
PostPosted: Tue, 5th Jun 2007 11:22    Post subject:
the stack is my bitch i work on high end 3d, games is too low poly Smile
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KaiKo




Posts: 1914

PostPosted: Tue, 5th Jun 2007 14:45    Post subject:
okay, heres a question, im an illustrator and i would eventually love to get into modelling some of my characters, so which would be best for me to start in, considering ive dipped into the surface of 3ds max and cinema 4d


Cohen wrote:
I'm a troll! well done, you caught me lying my ass off on a forum. I post pictures so that it makes you angry and that you wish you could have my awesome material things Smile Cool
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fishslice




Posts: 580

PostPosted: Tue, 5th Jun 2007 20:57    Post subject:
KaiKo wrote:
okay, heres a question, im an illustrator and i would eventually love to get into modelling some of my characters, so which would be best for me to start in, considering ive dipped into the surface of 3ds max and cinema 4d


Cinama 4D is easy to pick up and cheap, so is a good start. The work flow is quite different in some respects to Max and Maya.

Maya is sublime especially for surface/organic modelling.

Max can seem a bit daunting for many, but has massive support and when used in conjunction with apps like Zbrush, ideal for character, is very cool.

Check out this forum:

http://forums.cgsociety.org/

It has everthing you could possibly ever need Smile
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SilverBlue




Posts: 1747

PostPosted: Wed, 6th Jun 2007 18:02    Post subject:
-=Cartoon=- wrote:
Lightwave > 3DMAX/Maya


Of course. Very Happy
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