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Interesting "MakeHuman"
show user profile  chillywilson
Has anyone used this before, I here it works well with mocap

read 497 times
9/4/2014 3:38:40 PM (last edit: 9/4/2014 3:38:55 PM)
show user profile  Nik Clark
Yup. I've used it a few times for adding static characters. Cheaper than Poser.

read 495 times
9/4/2014 3:42:36 PM (last edit: 9/4/2014 3:42:36 PM)
show user profile  Dr. Jim
I feel like I downloaded this wayyyyyyyyyyyy back and there is some catch.
Somewhere in there its like "oh....well to do THAT its gonna cost $$$"

I could be wrong.....but if it's this great and free and been around forever why has no one heard of it?

read 494 times
9/4/2014 3:43:20 PM (last edit: 9/4/2014 3:43:20 PM)
show user profile  Nik Clark
I'm pretty sure it's open-source without any purchasing options.... unlike Poser.

Not sure it does clothes atm though.

read 491 times
9/4/2014 3:47:14 PM (last edit: 9/4/2014 3:47:14 PM)
show user profile  Dr. Jim
great. Now that I have visited that link.....I get Daz3D ads in the ad window of the right side of Mforums
read 482 times
9/4/2014 4:10:58 PM (last edit: 9/4/2014 4:10:58 PM)
show user profile  Dave
I won't deny using this every so often to dump out an anatomically correct model for sculpting over. I've never gone deep into it though so I have no idea what it actually offers. I've only ever used it to generate a person, export it., close it.

"I flew over Egypt once"

read 481 times
9/4/2014 4:13:44 PM (last edit: 9/4/2014 4:13:44 PM)
show user profile  Mr_Stabby
I checked it out way back and went "meh".

read 468 times
9/4/2014 4:39:32 PM (last edit: 9/4/2014 4:39:32 PM)
show user profile  Sir_Manfred
Interesting. Might save time for sculpting generic humans.
Is the topology good?

Visit my Portfolio

read 466 times
9/4/2014 4:51:31 PM (last edit: 9/4/2014 4:51:31 PM)
show user profile  Dave
Manny, you can alter proportions a fair bit but as far as my eye can tell it all looks pretty solid.

Ah, topology, not anatomy. Yeah it's pretty decent, all quads. I've only ever used it as a base mesh to start working on though, I make my own retopo afterwards.

"I flew over Egypt once"

read 465 times
9/4/2014 5:22:01 PM (last edit: 9/4/2014 5:23:51 PM)
show user profile  Sangre
" Now that I have visited that link.....I get Daz3D ads in the ad window of the right side of Mforums "

I'm getting ads of a funny looking guy who designs logos for 5$.
read 449 times
9/4/2014 6:27:07 PM (last edit: 9/4/2014 6:27:25 PM)
show user profile  herfst1
I have been planning for a while to create a set of generic humans (short, tall, fat skinny) all with the correct topology to use. Just yesterday I found that max's graphite tools are pretty darn good for retopology (better than zbrush, which isn't hard). Was able to "conform" and "relax" a pre-made male model onto a short, female one in about 10 minutes. Check it out if you haven't tried it.

Super noob guide (for noobs only):
1. make a shitty blob.
2. create a sphere.
3. select sphere and open graphite modelling tools -> "freeform" (tab) -> "draw on" (bottom-left, click the dropdown) -> "on surface" -> "pick" (button next to "draw on") -> click on shitty blob.
4. choose either "conform" or "relax" (I'd do conform first though) now draw on your sphere and watch it mould and relax into pretty decent topology.

Note: this is just the same as pressing "project all" in zbrush after you've zremeshed a clone of your model. Only difference is if you decide to make a cut, or inset, or whatever you have to power of max's modelling tools, which are the best (besides Modo's boolean magic).

[edit] Make sure your sphere is in the same world space as blob
read 441 times
9/4/2014 7:01:19 PM (last edit: 9/4/2014 7:02:55 PM)
show user profile  Octopuzzy
No, conform is not just like project all in zbrush. With conform you have to paint all over your model, which is more like the zproject brush in Zbrush. Project all works on the entire mesh along the normals.

I'd like a project all button in graphite tools..or a "live" mode that keeps updating the mesh, like the retopo plugin wrapit did. If you add an edgeloop while retopoing with graphite tools, it won't snap to the surface, you have to move each vert, or conform them, which is annoying.

I want to be able to use all my regular modeling methods when retopoing, rather then being restricted to the graphite ones.
Now, i realize this thread wasn't about the retopo tools in please proceed. :)

read 426 times
9/4/2014 9:49:26 PM (last edit: 9/4/2014 9:49:26 PM)
show user profile  Dave
[off topic]@Octopuzzy: Wrapit is still usable though isn't it? I know I bought it ages ago and used it again for shits n' giggles a few months back. But yeah, there's no native way to have auto-update functionality in max.

3d Coat's retopo tools are amazing though, ZBrush's auto-retopo stuff that came out "recently" is doing what 3d coat has done from the beginning. That said, I don't use auto-retopo myself, I prefer to do it manually.[/off topic]

"I flew over Egypt once"

read 419 times
9/5/2014 2:27:59 AM (last edit: 9/5/2014 2:27:59 AM)
show user profile  Octopuzzy
Unfortunately wrapit is only supported in max 2009-2012..guess they felt it wasn't worth keeping updated when most people just use the graphite tools or other apps for retopo now..

read 404 times
9/5/2014 11:38:57 AM (last edit: 9/5/2014 11:38:57 AM)
show user profile  Dave
Hmm, odd. I can tell you that it definitely works in 2013, as that's what I use.

"I flew over Egypt once"

read 400 times
9/5/2014 12:53:57 PM (last edit: 9/5/2014 12:53:57 PM)
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