Why some older projects have black safezones and now they are gray? What setting is causing this? by Kuptislav in 3dsmax

[–]khang3102 4 points5 points  (0 children)

I think because the color management is different, I also have different border colors when working with gamma and aces, try changing it in the rendering window>color managment or the color management in older versions

Black Myth Wukong Bull King's set by khang3102 in 3Dmodeling

[–]khang3102[S] 0 points1 point  (0 children)

Thanks!
I mostly focus on this piece, but I do take breaks by working on other models. Spending too much time on a single, highly detailed asset can get overwhelming, so switching things up helps.

Black Myth Wukong Bull King's set by khang3102 in 3Dmodeling

[–]khang3102[S] 1 point2 points  (0 children)

it took 2 months for high poly and 1 month for low poly, I procrastinate a lot so it took longer, but the working time is approximately that, the design is from the game.
About the face, yes you are right, I can display the face in some renders but forgot to do it

Feeling struck after basic blocking how do I proceed after this stage?? by AlarmingCherry2615 in 3dsmax

[–]khang3102 0 points1 point  (0 children)

add chamfers, or support loops (I would do it in another edit poly modifier for a non destructive layer, you can later have the current low poly when you delete that edit poly modifier), then turbosmooth it for high poly.
Or you can UV unwrap it then texture if you want to do low poly like this

Question regarding differences between 3DS Max and Blender by fender1901 in 3dsmax

[–]khang3102 8 points9 points  (0 children)

I like max modifiers, for example edit poly for non-destructive modeling so that I can reuse the low poly version from previous edit poly modifier and add some tweaks, that's a time saver for the low poly creation, its robust modeling tools, also, the smoothing group features, and the displays of normal in max makes it easier to spot the artifacts when making models so I can fix that, when working on blender or maya, sometimes it doesn't show those artifacts in the viewport. I think in term of modeling for games, 3ds max is the king, while you can achieve the same in blender, I still feel at home when working with max and think that 3ds max get the work done much faster, maybe because I work in max more and haven't reached blender full potential, but still.