Welcome to the channel!👋🙂 I'm Tim, a seasoned 3D Artist with roots in Crytek, Ubisoft, and Digital Extremes, now leading my own business ChamferZone. Dive into my tutorials for a thorough journey into AAA quality 3D Game Art. I'm here to get you industry-ready, sharing every crucial step in the art creation process. Subscribe for key insights and skill-building tips in the world of 3D game art. Let's unleash your potential together! 💪🤝🎨 Subscribe for insights, tips, and a whole lot of art creation!
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Hi, I watched your video, you did great. Please show me how to bake everything in 3ds max without third-party programs using corona render for texturing
Hello, I want to know if I the revolver tutorial is up to date so I can buy it, cuz I'm afraid of buying it and some stuff don't work cuz of different versions. I will appreciate your response, thanks.
This is not a tutorial for beginners. This video is for people that already know 3D Max, or are already up to speed. To teach software, don't introduce tangents like plugins. These plugins notoriously become unavailable or change. You are just introducing more complexity into an already deep program. Also, teaching shortcuts is just more confusion. Let the student learn the shortcuts they need and use. Teach the menus and choices so they can get back to the commands in case they haven't used that command in a while or simply forgot. Always try to remember what beginners (and you were a beginner once) knows, and that is nothing. Keep it simple and straight forward. Teach the software as they find it; unmodified and in a default state. Make another video to teach how you customize the software. Label that video as intermediate and refer beginners to your actual "beginner's video".
This isn't magical at all, you can see all steps through the video and if done and repeated as necessary, the results will be there, but nothing is ever magical, there's a purpose behind every step in this video , i modeled for 20 years and i'm still learning and need to break plateus.
Got som strange artifacts on the grip in substance. You can see the quads and triangles when pulling the light back and forth. Looks like the low poly shines trhough. Someone knows why? Cant see it in Tims tutorial ... looks pretty smooth there.
I hope you'd see this comment, thank for the tutorial playlist you made. I don't use 3ds max but it's still great way to learn from an expert. I was wondering if you'd ever remake the serious? I'm sure a lot of people would want to see how you leveled up your knowledge and skills since then.
Hi Tim, thanks for the wonderful tutorial. I have a question regarding to toolbag bake preview, why are the parented floaters not showing in preview, and why are there plenty of black spots/artifacts during preview? i have followed your tutorial very thoroughly so i'm confused as to why this isn't working
@ChamferZone trying to use "circle Array" at part 6:50 but i just get an error code any ideas what to do? running version 4.1 and followed all steps perfect to this point. any and all help is appreciated
Is anyone here these days? I have a problem with the baking process. Everything is perfect, except the Fuze word on top. I can make that bake onto another part of the granade, but i cant bake anything onto that top thing. The result is like a very pixelated shadow. I tried with a bigger and smaller cage too, but same results. Any idea what causes the problem?
It is, It is called the "Modifier list" addon, look for the fork that works with blender 4.0 - 4.1. I will share a link in a follow up comment but I find sometimes it doesn't let me.
Hey, I've been using this method ever since I saw it in the revolver course. I am wondering about a few things if you could possibly share your feedback about it. In particular because making high poly in this way you always need a closed mesh which can sometimes lead to a lot of unecessary tris count. The way I've been doing it is by removing those faces after baking/texturing is complete and making sure those unseen faces are basically non-existent on the UV map. I'm wondering if there's a better approach to this if saving a lot of triangles is necessary or if you would also do it this way? Cheers!
I have a doubt, I started to use this workflow, but I have several problems. When I set the modifiers it takes several minutes each time I make an adjustment, or when I open the project it takes more than 10 minutes to open, I know it is a lot of polygons but in the video it seems to have a better performance. Any idea what could it be? My pc has an i7-10700k, 32Gb RAM and a Nvidia RTX 3080. I'm using blender 4.2