Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - fellazb

Pages: 1 2 [3] 4 5 ... 19
31
Hi,

I noticed in the 2.0 version that IR updates when the cam is slightly changed even though you still want to move the cam. Wouldn't it make more sense that IR only restarts when you release the camera after you set it to your preferences in the viewport? It now becomes a bit laggy when IR contantly refreshes even though you still want to alter the camview.

32
Hi,

If you set the system units to feet then you don't have any issues regarding UV's...

But like you said you can indeed link the Revit file and then bind it. If a link isn't neccesary I'd go for a .fbx file which you can make in Revit (only what is visible in the viewport will be exported so keep an eye on that!) You can also disable some layers in Revit that can be missed during rendering to speed things up. I always choose the "combine by revit material" option when importing the .fbx so all object with the same material are attached to eachother

When imported you can indeed do a reset xform on all the (selected) objects at once and then convert them all at once to an editable mesh. If you need to edit some things my suggestion would be to detach that and add an edit poly modifier on top to edit the mesh.

33
General CG Discussion / Re: best mouse for 3ds MAX
« on: 2018-06-27, 09:08:36 »
A stiff MMB is exactly what is the worst you can have when using 3DS MAX. so far my Rival mouse was the best I found but still not very satisfied, especially since I now have some hardware problems with it.
The vertical grip is also something I never looked into but seems promising in terms of wristpain although I don't really have problems with that so far.

I did some searching and am interested in this mouse: https://www.3dconnexion.eu/nc/products/cadmouse-product-line.html It is unfortunately very pricey but if it's allows you a better navigation for 3ds MAX then it could be a go for me. If anyone has experiences with this one please let me know.

34
General CG Discussion / Re: best mouse for 3ds MAX
« on: 2018-06-26, 14:46:23 »
Hi,

Thanks for your input, according to all the given info so far it seems that there is a wide variety of personal preferences in terms of ergonomical and more advanced trackball mice already.  I'll have a closer look into each one.

35
General CG Discussion / Re: best mouse for 3ds MAX
« on: 2018-06-25, 15:33:53 »
Thanks for the reply and your conlusion that a "default" mouse still works best for you. Personally I'm not a fan of the more advanced mice with ergonomical grips en rotating balls or whatsoever hence my purchase of a rival gaming mouse back then.

Would be interested to see if more people feel like that.

36
General CG Discussion / best mouse for 3ds MAX
« on: 2018-06-25, 13:11:24 »
Hi there,

I was wondering if there are any articles or user experiences for suggesting some of the better mice models available for 3d work and especially for working with 3ds MAX.

For me one of the biggest things is that a smooth middle mouse scroll wheel (when pressed) is essential because that is one of the most used features in MAX for navigating in 3d space. I got a Rival mouse from Steel Series since it felt decent, but after a while this thing has some (hardware)troubles when using the scroll wheel which seems to be a known issue since alot of people describe this issue on the web.

Anyway, I'm hoping that some users here can share some insights in decision making of buying a decent mouse for 3DS MAX work. Thanks in advance.

37
General CG Discussion / Re: 3dsmax 2019 4 New features!
« on: 2018-03-19, 15:10:56 »
Print out views that are important to you.

now that's wicked!

38
I use Anydesk (also free) and works pretty stable.

https://anydesk.com/remote-desktop

39
Gallery / Re: The Escalators
« on: 2018-02-10, 00:18:20 »
Ondra!!!!!! Whyyyyyyyyy.... I saw the Images and the first Thing that came trough my mind was: "well, that escalated quikly".

Thanks for stealing my stupid joke. Maybe i wwitch back to  v ray!


Well, that escalated quickly...

40
Gallery / Re: polyget - we are live! :-)
« on: 2017-12-01, 18:47:39 »
@fellazb
The launch sale will run until tonight at 23.59 CET
We do have paypal in mind as an alternative payment option. But because of difficulties with our current setup, we wasn't able to implement it from the start. I cannot guarantee when it will be implemented, but we are working on it.
We have received several requests to do a static+growfx combo, we will look into making that available on Monday.

O.k cool. guess i have to wait a bit then. Too bad the sale runs out, but hey, you can't have it all yo.

Good luck with everything and hopefully you can add more items in the future.

41
Gallery / Re: polyget - we are live! :-)
« on: 2017-12-01, 15:18:04 »
Hi,

I'm glad more people jumped in the discussion and that you carefully listened and reacted to that. I'm quite confident that more users will try\buy your libraries and you will gain not only more profit but also satisfaction for the fact that people are using your product.

I do have some questions you can hopefully answer:

-How long does the sale prolong? Perhaps you could state this also on your website.

-Are you planning to provide other purchase options too? Paypal for instance would be nice :) Not everyone has a credit card.

- Is it possible to purchase a static + GrowFX version too?


Nearly there to get your collection :)

   

42
Gallery / Re: polyget - we are live! :-)
« on: 2017-11-29, 23:56:03 »
Highly appreciated that you took time to listen to our comments. Breaking it up makes way more sense. Would like to know if there's a pricetag to mix static+GrowFX without animation too though.


43
Gallery / Re: polyget - we are live! :-)
« on: 2017-11-28, 09:43:38 »
@Fellazb, If we were in it for the money we would have become stock brokers, jokes aside ;-)  I see your point, and respect your opinion. But to us, it's not about selling out and compete with some of the other webshops out there, that in our opinion undervalue their products. We have set the price of our products, to what we feel a bundle or collection with this quality, size and possibilities should be worth. Selling products for less than they are actually worth will in the end create so much competition/low margins, that it's simply not worth to even bother create good quality products, for others to use :-)

True, but:

Can you explain a little more about the variations of the individual models, especially when they are GrowFX compatible? Wouldn't it be easy to make your own variations based on that plugin? I don't really see the benefit of all your premade variations when you can do it by yourself if you have GrowFX

I never make animations so I don't need that option. To me it would seem that I have to pay for it since it is intergrated anyway.

The quality of the grasses and ferns are excellent as well is the shading on all the models. A lot of the tree models and UV's however lack a nice flow of how the branches are connected to the trunk and making it a bit unrealistic.

I'm surely interested in your models and I'm very glad that you step up and providing high end vegetation since it is still hard to find decent collections on the web, but the above written still makes me doubt a little bit. Hopefully you can anwser these for me.

Keep it up!

44
Gallery / Re: polyget - we are live! :-)
« on: 2017-11-27, 23:45:38 »
I get your point but the price compared to other packages online is heavy. I like the way you offer students discount but despite the long hours it took (and I can see that by the quality) I think you should reconsider the long term value here. Perhaps it would be more likely to sell more at lower prices than fewer with higher prices concluding less profit.

45
Gallery / Re: 3dkid gallery
« on: 2017-09-02, 22:06:56 »
Brancusi right?


Pages: 1 2 [3] 4 5 ... 19