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There is more of a need for programmers in the gaming industry than film/vfx. Are you interested in a programming role or a artist type role? If you want to transition, you should leverage your programming skills to get a hybrid type role like 'technical artist'. Regardless of which industry or role you aim at, experience isn't the most important thing - ...


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You can save a selection set. On the main toolbar, there is a Create selection set. With the object selected and in vertex mode you just type in the name of your selection of vertices. Later you can load the selection by selecting the set from the same menu (you must be in vertex mode in the mesh, otherwise the sets work as groups of objects).


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Try at first this. Here Incscape is used without tricks. Comment, can you follow this! An alternative method due the comments (it's simpler, too) Copy it by a pen. Do it in Inkscape, because you get consistent lines and errors can be fixed without traces. At first do some preparations draw a small rectangle, say 8mm x 8mm or 1/3 inch. Think it to be a ...


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What you really need is a Finite Element Analysis (FEA) application. Not only can the FEA application solve your problem and visualize it. It allows you to somewhat easily solve an arbitrary complex problem for you with some effort. Image 1: Quick test in Creo, with default meshing. Could be split to your desired grid for more accurate representation. ...


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For edges: Open grid and snap settings, click midpoint Select your object, in modify panel click edit poly In "selection" rollout click edge Find and click "insert vertex button", target needed edge and click it That`s it!


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It's best to learn one particular kind of modelling first, and avoid modifiers for a while because they're so incredibly diverse in what they each do, and manually learning to model without them will give you a much better initial understanding of how modelling works. The two most popular types of modelling are NURBS and Polygon modelling. Depending on ...


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Apparently, you are looking for Bridge command, which build a segment of pipe. Then you should switch to the Border sublevel, select both borders and click Bridge. Using this command's setting allows to manage segments, twists and so on. It also might be that you want to weld verticies together. In this case you have to place vertecies close enough to each ...


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Disclaimer: I was unable to get a sharp image with identifiable forms In theory this should work: Reconstruct your scene exactly: Everything needs to be the same distances shapes and sizes. You can use units: Materials: Wall: you can leave it as a white diffuse surface. If you wan't you could add a bit of reflective shader, or even a realistic dry wall ...


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Make a extruded background that looks like this: It emulates the way photoshoots do it. Alternatively if you want evenmore controll give this background a matte shader thatway it will only catch shadows from objects and reflections, so you can comp it on a differentbackgroud if need be.


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In working viewport: left top corner click right mouse btn Smooth+highlights Other visual styles flat For render: delete lights from scene or disable lights: select light - general parameters - Light type - off top menu - rendering options - Rendering Method - Default Light - off ctrl+L


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Only if you have the history on the object. Once you bake it, freeze the transforms or combine it with another object, it loses the orientation it began with. If that is the case, and the object is currently at 0,0,0 in the rotation axis, history is the only way to get it back. If you are at that point, you would have to adjust by eye... It is good ...


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You need to place Cylinders (6 sides) in every hole using array or Manual method. Then convert 1 Cylinder into Editable poly. choose Attach List under Edit geometry(marked in red in the image). select all cylinders that are to be attached in the list.(Attach -all attached objects will behave as 1 object now .Just like group) Finally, all u have to do is ...


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It looks like the holes you need are evenly spaced. You could make one cylinder, create an array, group the cylinders together, then do the bolean operation with the group of cylinders and the board.


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It's downsampling. Read about EdgePadding. Hope it helps.


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Select the object you wish to apply the subdivide to. Go to the modify panel and in the modifier list go to object space modifiers. Select Subdivide from the list. It should now be applied to the selected object


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Found this post via Google, and thought I'd provide an expanded list of options for achieving this result from another article on the topic. Depending on your use case, here are a different approach that will add a vertex or, in some cases, add multiple. Admittedly, some are better suited than others. All use the Editable Poly modifier's tool set. 1. Insert ...


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Between those two choices its a bit of a toss up. Neither one is used too heavily in industrial design. What you should probably be looking at is SolidWorks instead. If you're only choices are 3DMax and AutoCAD, I'd go with AutoCAD. A great website for everything industrial design is Core77


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The good jobs usually hire you based on your design skills--not any particular software you may (or may not) know. As for the programs you listed, they won't hurt, of course, but they're pretty much relegated to 3D modeling tasks. If the company specializes in 3D UI work, maybe it'd be helpful, but for the most part, they're not typical tools of the UI/UX ...


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Unfortunately it is still not possible in 3dsmax. 5 years ago I talked about this being the case, and it is still not there and not planned to be in 3dsmax 2016.


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From the 2010 version, the max does not install textures directories. You can search for the desired texture on the site: http://www.cgtextures.com.


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You can customize any action in 3ds Max with your shortcut of preference. In main menu go to Customize->Costumize User Interface->Keyboard and find there Extrude(Poly) then assign a keyboard shortcut combination. I know this question is very old, but I couldn't let it unanswered ;)


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Try applying an FFD4x4x4 modifier to it, expand the modifier's rollout, select "control points", select all of the central points and uniform scale them down a bit. You might have to move some up and down to achieve the desired curvature. The method Ryan described is also a great way of achieving the same result. The modifier to apply to your spline would ...


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In the object's Modify panel, make sure the option of "show whole mesh" is selected before you convert the object to an editable poly.


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I use Cinema 4D, so the options might be slightly different, but the process should be the same. As I mentioned, 3D questions are a bit tricky on this site and usually wind up closed. I'm only answering this, because I'm on lunch break and haven't used C4D in ages, so I wanted to make sure I still had the skills. Start with a cylinder I then placed the ...


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You can do that in any painting program. Photoshop, Gimp, PhotoPaint, Krita, Painter, Paint.net, Paint, etc.


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Click the Pin Icon of one of the other 3 options. This will lock the parameter and unlock the Riser Count.


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At first: I do not have your 3D programs, only some simple to use freebies and low cost entry level stuff. Check, if you can get acceptable result with simple non-photorealistic shading, select a grey color and define it be matt, not glossy: Adjust rendering settings for good contrast. You can add coarseness by placing a thin noisy image on the surface: ...


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Photogrammetry is statistical estimation which tries to find the most probable reason for the given set of photos. That includes reasoning what's the object, where the camera has been and what error the camera causes. Photogrammetry can work only if the light is stable during the session, the surface isn't glossy (=all reflections are diffuse) and there's ...


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This can be done using the standard built-in 3ds Max shader Composite. First, open the Material Editor and create a Composite material and apply the material to the primitive. Now that you have the Composite Material created and applied to the geometry, the next step is to define the Base Material and the Wire Material. The slot Base Material has already ...


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Besides that this is not the fastest method, is more interactive that any other method. First, render you image as you would normally do. Then create a Standard Material and check Wire under the Shader Basic Parameters. Replace this new material with the one your geometry has. Rerender the Image, save it and compose both results with a Gradient as a ...


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