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Anonymous
anyone else made something cooler then this in 3dsmax today?
>> Anonymous
>>331412
No but thats because noone uses 3dsmax anymore...
>> Anonymous !cFAilUREq6
>>331427
0/10
>> Anonymous
>>331427
what u using then?
>> Anonymous
>>331465

All the cool kids use Maya
>> Anonymous
>>331470
maya shmaya o.O its friggin hard
>> Anonymous
>>331473

Havent really tried 3dsmax, but maya is really easy if you buy a book for it.
Or, you know, going on a course.
>> Anonymous
>>331476
i mostly dont go by books im very good at photoshop and never touched a book about it.
>> Anonymous
>>331480

Are you actually trying to compare the two?
In photoshop you can pretty much mess around all you want to find out how stuff work.
Maya is alot less forgiving and alot more complex.
>> Anonymous
Cinema 4D fag here

I dare you to find a program with as much power with such an intuitive interface (especially if you've never done proper 3D before, and know your way around photoshop)
>> Anonymous
>>331487
got a point there
>>331496
cinema 4d is to quickly bounded by limits, you are most free in maya then 3dsmax and then cinema 4d. with cinema 4D you click with 3dsmax you enter numbers :')
>> Anonymous
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3ds max is a pretty cool tool, maya is pretty sweet, zbrush is sexy.
>> Anonymous
3ds max is a good program for beginners, maya is so much more powerful because it's so much more flexible, but if you don't know what you're doing, you won't go far. Also, maya is like a gullible little girl, you can tell it anything and i'll believe you, even if it's the most retarded thing, for instance, why the fuck would people start using bones in place of the helper objects for the bones they are rigging, it's MADNESS!!!
>> Anonymous
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3DS is more artist-friendly, and the non-destructive modifier stack is cool. Maya is much more modular/script-driven but its documentation and interface can be pretty shoddy-- almost everything in Maya feels like a plugin somebody randomly hacked in one day, and then wrote an inadequate brief paragraph that only made sense to the guy who coded it. Animating in it is tedious, though you can make some elaborate rigs. Both programs have a lot of robust features but they suffer from their early 90s design. If you're using Mental Ray (included in both 3ds and maya) the differences between them become even slimmer compared to say Blender or next-gen packages like Modo.

here's a work-in-progress render of a simple scene I'm doing in 3ds/mental ray
>> Anonymous
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'nother one... very rough work in progress
>> Anonymous
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>>331526
?
>> Anonymous
where would be a good place to start learning how to use 3ds max?
>> Anonymous
>>331531
yeah, the inspiration... those funky arrays of shinto gates

>>331532
look at 3DS' documentation (help menu) and the included tutorials.
>> Anonymous
>>331534
thank you =D
>> Anonymous
does anyone know the best way to make fur for a fox in maya? should i stick with alpha channels or use the fur modifer?
>> Anonymous
>>331548
Yiff in hell.
>> Anonymous
IS THAT THE ROFLCOPTER?!?!?!!!???!?!??!??!?
>> Anonymous
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>>331558
>>331558

no you fag, animals are good to have on a demo reel cuz no one does them or at least does them well, here's the low rez, low poly, before i'll go into zbrush and then take it back to animate it.
>> Anonymous
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>>331528
nice stuff, pirate yourself some vray im sure youll get better results
>> Anonymous
I like 3ds a lot, but I have started to learn xsi, modo and a little silo. I think some of those will become some of the big dogs soon. Autodesk is resting too much when it comes with improvements with each new release. I was told by my teacher that they (autodesk) are working on a entirely new program, but I haven't seen anything about it.
>> Anonymous
that fox is abominable even as a base mesh for sculpting

give up, you will never get hired

unless you like testing
>> Anonymous
you realize that autodesk owns 3dsmask, maya, and mudbox

modo is barely used, and only in film

and only valve and people using source use XSI

fucking max (occasionally maya) + mudbox is what most of the games industry uses pussytits
>> Anonymous
I love the douche who said that animating in Maya is tedious when Maya is the standard animating program in most every industry. Obviously some loser who doesn't know shit about dick.
>> Anonymous
>>331548The tool is designed for modeling hard surfaces, more like the F40PH. You can't and shouldn't do what you have suggested.
>> Anonymous
>>331765
what
everyone uses zbrush nowadays because autodesk is sitting on their ass with mudbox
>> Anonymous
>>331767
motionbuilder, especially (but not necessarily) when there's motion capture involved.
>> Anonymous
>>331765
Of course I know autodesk owns all that stuff, and there havent been any significant improvements for awhile, or at least from max 8 to max 2009 except for mental ray integration.

I also realize that modo isnt used all that much, but it has great potential. like xsi and zbrush, sub divisions are nice.

xsi is growing too, especially in the uk area. crytek is starting to use xsi over max, and I think a lot of stuff was done by ubisoft in xsi for assasins creed despite what the autodesk adds say.

I would love it if autodesk actually did some improvements to max, build it again from the ground up instead of adding to old software model.
>> Anonymous
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i wouldnt mind a rebuild of 3ds but i love the setup and workflow as it is now.
I also think it would be great if /hr/ had more 3d original content
>> Anonymous
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>>331585
Vray sucks. Everything rendered in it looks the same. Whenever I see someones render its blatantly obvious when they use vray. Noob renderer more like.

Also, that fox sucks. Its not even proportionate.
>> Anonymous
>>332514
that scanline renderer is a pretty cool guy he renders all the same and doesn't afraid of anything
>> Anonymous
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>>332514
>>332514

omg, look a roman soldier, i haven't seen that in, oh, about one minute. nice way to conquer the fur on top of his helmet, good to see you aren't afraid to be historically accurate.
>> Anonymous
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fuck yeah Z-brush! Never going to finish this but I thought I did an ok job... what do you all think?
>> Anonymous
>>333042
ugh, maybe you should have looked at photos of foxes or dogs before making that. The head is way off - its shaped like a crumpled shoe. The jaw doesn't look like a it could fit any jawbone in it. The back legs are weak-looking and the neck connects too high up the back of the head. I say this as an art student who studies wolves specifically.
>> Anonymous
>>333046

You started with the stock head and just munged it up, you fraudy little twat.
>> Anonymous
>>333262
to me it looks more like a boar or pig than a wolf
he should give it shorter legs and a little curly tail and it'd be almost perfect.
>> Anonymous
oh wait it's supposed to be a fox.
>> Anonymous
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didnt start it today but im working on it as we speaks, im still doin the spec and gloss maps
>> Anonymous
>>332514
Yeah, that's totally the point... If you can't get something nice with vray and at the same time make it look different, then it's not the render that has any faults, it's your abilities with 3D.
>> Anonymous
>>333602
I think where its a wrinkled there should be rope wraped around it holding it all together. er somthing. looks good though
>> Anonymous
>>333042
It has the horsehair crest, I just dont have the Shave & a Haircut plug-in at home. Why dont you stop working on that shitty dog and make a decent model?
>> Anonymous
>>333602
Looks a bit like a penis with some odd thing coming out of it...
Oh and legs.
Penis with legs.
>> Anonymous
>>333989
to me that thing coming out of it looks like a cervix with teeth
>> Anonymous
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>>333262
>>333262
lolz, i was searching for artic fox and they do look like a mini wolf, but getting an image that isn't far away or them curled in hiding the way the stand is not easy.

>>333291
>>333291
I KNOW, modeling it, when i turned it, i was just thinking how the hell can i get this to stop looking so warthogish. fucking animals and their unhuman anatomy.


here's an update after a friend did a draw over, i'm still working on zee jaw.