For viewport navigation, grouping and selection sets are the way to go. Both can be as big or small as you want. Like layers, groups are retained when merging scenes, while selections are saved per scene. This is the third part of our four-part series on Scene Optimizations and Best Practices. For our purposes, we are demonstrating below with screen shots …
TurboTips: Scene Optimizations & Best Practices, Part 2
Navigation using the layer editor is something every artist should do, or at least know how to do; it’s a powerful tool when it comes to organizing a scene. The layer editor makes it quick to select objects and groups, and offers a variety of other controls. Layers are retained when importing or merging scenes together, so its important to …
TurboTips: A Guide for PSD Structure
Photoshop is the most commonly used program in creating textures for 3d models, but what about the customer who needs to edit these textures ? The majority of TurboSquid customers edit the textures of a model after purchase, and more often than not, they are using Photoshop to do so. Letting the customer know that a well-organized PSD is included …
TurboTips: Optimizing Render Speed
Tick, tock… if your render is taking a maddeningly long time, we’ve got a few tips to help you speed up the process, in this edition of TurboTips. There are many places where your settings can be optimized to speed up your render time. Decreasing the render time will make the model easier to work with (and it can even …
TurboTip: Quad Cylinder Cap Plug-in for 3ds Max
Welcome to TurboTips: where we give you quick tips that will make your 3D modeling easier, cleaner, and better. This week, we’re taking a look at a Quad Cylinder Cap Plug-in for 3ds Max. Vertices or poles with more than 5 edges can cause a variety of issues with a 3D model. Using these vertices should be avoided whenever possible, …
Making a Quad Sphere: 3ds Max, Maya, & Cinema 4D
We’re going to go over how to make a quad sphere in 3ds Max, Maya and Cinema 4D, for CheckMate Pro v2. The default sphere is problematic because of the two poles. By itself, a standard sphere does not seem to pose any problems, but when it comes time to subdivide, the differences in polygon density at the equator and …