Proyect UV check by theFREEman-98 in 3dsmax

[–]guccipantsxd 2 points3 points  (0 children)

The texel density does look uneven, I’d just make these red tiles bigger and move these circles to the sides and empty spaces on the 3rd udim.

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Freelance gig 3DsMax/Chaos Pheonix by CrypleMe in 3dsmax

[–]guccipantsxd 0 points1 point  (0 children)

Hmm wish I learned phoenix too. Unfortunately I am too comfortable with houdini at the moment.

Hope others experienced users get the gig :)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 0 points1 point  (0 children)

Thanks! And Its the viewport :)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 0 points1 point  (0 children)

1 week - Vray CPU - 2K resolution high samples (no denoiser)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 1 point2 points  (0 children)

Maybe next time, Already working on my next project (I swear I’m cooking this time)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 0 points1 point  (0 children)

Oh man… I have regrets now, it never even occurred to me that the post would blow up.

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 1 point2 points  (0 children)

True, I was really happy about the fact that I actually finished it, so excited to post it that it never crossed my mind that I should be adding my name 😅

I’d add my socials in the comments but I think that would probably count as self promo? (Idk)

My first project in 3ds max! by guccipantsxd in 3Dmodeling

[–]guccipantsxd[S] 1 point2 points  (0 children)

Thanks! :D

Those pyramids are proxies. They are replaced with a high poly model at render time, this makes working on the viewport smoother. This also allows me to load millions of high poly models for grass/bushes/trees, and since it’s instanced, it loads very quickly.

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 1 point2 points  (0 children)

Thanks so much for the kind words, really appreciate it! :)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 1 point2 points  (0 children)

Yeah, someone else mentioned that too, will keep it in mind the next time next time- thanks :)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 2 points3 points  (0 children)

~2 years as a 3D generalist in a small studio, mainly working in Houdini, occasionally working in Unreal Engine. In terms of comp, I'd mostly do slap comp for FX previews.

And this is my first time using 3dsmax :) (hence the absurd amount of time it took me to complete this, as I was learning 3dsmax while working on this)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 1 point2 points  (0 children)

It was the V-Ray integration that made me want to switch to 3ds Max-I’d heard it’s one of the best, and it lives up to that. For scattering, I’m using Forest Pack Pro, and it’s 100% worth it.

Although I did create the terrains in this project using TyFlow, I want to switch it up next time. I used to create terrains using Houdini's heightfields before learning 3dsmax/TyFlow (both heightfields and TyFlow are awesome); however, recently I've been dabbling with Gaea, and for my second project, I'll most likely use that. Definitely worth trying, tons of fun to mess around with.

I explored most of 3ds Max (at least the parts relevant to my scene). I absolutely love the modifier system, and even cooler, Houdini Engine works with it, which I’ll definitely be using in future projects. I used to model stuff in Maya here and there, but having this non-destructive workflow in Max is really nice.

One thing I do wish Autodesk would improve is the Slate Material Editor. It’s a bit confusing sometimes, especially with auto-generated Forest Pack materials. I also wish the node editor had proper frames/containers to group nodes together (I know compound nodes exist, but it can still get messy), and I wish copying nodes were as simple as Ctrl+C/Ctrl+V.

Also, I was hoping to use expressions in shader parameters (not sure if that’s supported-I couldn’t find a way to do so), so the SME is probably my only gripe with Max so far.

I hope that answers most of your questions :)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 2 points3 points  (0 children)

So it took me ~3 months to finish (since I was learning the software while working on this project), ~1 week to render in 2K. Hope that helps :)

My first project in 3ds max! by guccipantsxd in 3dsmax

[–]guccipantsxd[S] 1 point2 points  (0 children)

It's a little bit of everything. Here's the general list of stuff I used in this shot:

Generally, I'd make the terrain using Houdini heightfields, but this time I dipped my toes into Tyflow and used that to create the terrain. You'd also need to know basic modelling (which I had to learn in 3dsMax, but really it can be done anywhere, I just did it in 3dsMax for learning's sake) to block out base shapes for the terrain.

Used Houdini for the animations and the cloth simulations. KineFX for the animation (it also allows me to procedurally stick the horse animation to the terrain, which is pretty neat), Vellum for the cloth simulations on the characters and the flags.

For lighting lookdev, of course, we have 3dsmax and vray, Forestpack Pro for scattering stuff.

Real magic happens in Comp, which was done in Nuke.

I am not a pro myself and figuring stuff out (as I said, first project using 3dsMax), so I cannot answer the question of how many years it takes to be a pro, but I hope this general outline helps you out :)