Solving 3D Viewport Issue on 3DsMAX with Intel HD 4XXX

This post is intend for my students, that got some issue with there laptop using Intel HD 4000 / 4400 on 3DsMAX.

3ds_IntelHD4000Bug

If you have any problem with the viewport of 3dsMAX (Like this).

3ds_IntelHD4000BugViewportSettings

And nothing in the Menu / Customize / Preference / Viewport / Display Driver.

You should look at this workaround to solve that problem.

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Colt still in WIP

Some Breakdown Pass under Marmoset T2.

  • HighPoly & LowPoly Model done.
  • Design still in work in progress.
  • Quick-made Albedo Map. Normalmap made through xNormal and for the engraving in nDo (Quixel Suite)
  • Intensive use of Illustrator to make all of those engraving. Still in work in progress.
  • AO made in FAOGEN from the HighPoly mesh made with MeshFusion under Modo.
  • UV with the same Texel density.
  • Texture Res 4096²

Clic for HD image.
WIP_COLT_Albedo

WIP_COLT_15_UV

WIP_COLT_15_MetalShading

WIP_COLT_15_AO

Preset and Unit Setup for FBX.

From MODO to 3DsMAX and conversely from 3DsMAX back to MODO

I’ve tried to export Mesh from Modo to 3DsMAX through FBX 2013, and i’ve found some difficulty to setup the unit’s correctly.

Fortunately i’ve found the good Setup, so i want to share it to you.

  • Unit Setup window, can be found under Customize menu in Max.
  • And for Modo it’s under System/ Preferences… menu.

Have a good day.

 

 

More shading test through dDo

3 days passed on the New dDo from the Quixel Suite, but now, I’ve made this with the 5.3 Release (Old but Accurate enough and without any crash ^^). That’s just some test cause i want to do some more work on the engraved areas as well as the scratches on metal and wood part.

11 K triangle / 2048² Texture

11 K triangle / 2048² Texture

3 days passed on the New dDo from Quixel Suite, but now, i'veMade this with the Free (Old but Accurate) 5.3 Release. Still at work.

Still at work. Focusing on the Diffuse at first. i will update the spec/gloss soon.

MarmoSet Toolbag 2 Adventure

This week, I’m trying to make the GameModel of my Colt in MS 2.
I’m just testing the workflow from Modo –> xNormal –> QuixelSuite –> MS 2.

That’s a bit hard sometimes to tweak, but i’ve discovered the Blockers (new features) in xNormal, and i’m glad to use to remove Ray casting mistake. Cage through Morphmap in Modo have been used to make the Baking Process more accurate.
The LP model is finished yet (11 600 Triangles). I need to make the shading now.
I’ve just baked the NormalMap in xNormal and i’ve put some engraving to test the resolution detail made with Vectors in Illustrator and nDo with a 2048² texture.

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1st Semester Photoshop Class: Production from the 1st year CWNU Design Students.

I’m in charge of 디지털 일러스트레이션 ( Digital Illustration Class) on Photoshop and Illustrator for the first year grade students at ChangWon National University (CWNU). We’ve now finished the first part of the semester on PS and this is a little showing of the students homeworks:

This is one of the weekly homework.

Based on the Peugeot "Urban Crossover Concept" from Giovanni Rizzo and also based on shading technique found on the great Design channel of Scott Robertson, the students have learned how to work with Layer Masking, as well as the Path tools. They’ve tried to recreate shape rendering, through Color, Shadows and Highlight (group organized layers setup aside for preserving a tweak-able render).

 

2014_04_01_top3

Cheers to 김지혜, 이수연, 박윤아. Good Job

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Character Updates

Just want to show you that i’ve not discard my Western Illustration Project.

I’ve find some time to work on the body as well as the Colt 1862 by testing the Great possibilities of Mesh Fusion that have been released few days ago on Modo 701 by The Foundry.

AdventureCharacter_WIP13

ZBrush update for the Body and UV work.

the Colt Modeling part with MeshFusion:

 

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