Bek polycounter lvl 5

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Bek
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  • Once you import anything to a game engine, it automatically converts it into tris, so what is the use of creating it in quads ? Try working only using triangles. In particular, try selecting edge loops on a triangulated mesh. There's your answer.…
  • The SP exporter lets you pack your channels however you like, so simply export the opacity map however you please. In marmoset, you need to add the transparency part of the material and apply the opacity map.
  • Am I right in assuming you've split the textures up by metalness so as to not need a metalness texture, just two different materials? Interesting. And beautiful subtle materials as always; the plastic on the ironsight in particular looks really good.
  • Yeah those are the exact issues I think I mentioned in one of the recent 3ds max threads; you can sort of do quad chamfer in modo with the double stack... but not really. I even tried to do a basic script to apply a square bevel then a round bevel b…
  • You can do basic math in modo's input fields (most if not all) too. I agree with the rest though; if you have a moderately complex boolean stack (ie one with subdivides involved) and try to edit the base mesh you get instant regret. Hopefully that w…
  • hard edges at uv seams. figure out why they're good (there's a thread right here in tech talk) and use them. also unrelated to your problem but try and avoid long thin triangles, they're bad for performance (you can read up on that) annnd can easi…
  • Nope. If the slide tool can't get near enough what I want I just slice or add a new loop in.
  • I think you misunderstand me, because I agree with all of those points on text being better; I shared those very sentiments earlier in this thread. What I'm saying is there hasn't been any drastic change in our patience / intelligence over the past …
  • shawnolson said: From experience I know that a higher percentage of users (among my software) will watch a video rather than read documentation. I personally prefer making written docs over videos because they are simple to maintain and update.…
  • Very nice, I'm sure john wick approves. Really detailed and super high res textures. The only thing I'm not a huge fan of are the long wavy scratches. Presentation is fantastic as well, and I love the pattern on the rear part of the grip, just below…
  • Another gun for the Arma 3 mod RHS:GREF. Suppressor highpoly by clima_x.
  • There's no real 'cheating' involved in UV's, you just have to decide between more seams and less distortion, or the other way around. That's a simplification because you will also be taking into account splits caused by seams, and where hard edges c…
  • Mark Dygert said: I feel like we'll keep having this battle, until apathy wins and they slip it in under the radar, there are only so many "its time to save the world" calls that people will answer before they tune out. Seems plausible…
  • Snefer said: Also curious that you say Modo cant make real bevels without manual work? Pretty sure (please correct me if I'm wrong) he's talking about being able to do what quad-chamfer does in max: have consistent quad-based bevels + the…
  • perna said: Bek, I'm pretty sure Nex refers to the fact that you can search for text. You can not search for what is being said in a video tutorial. I also get what you are saying about the value of videos when you don't know what to search for…
  • Very cool. Again nitpicks; maybe that U shaped deep scratch on the mag is a bit odd considering it continues over the extrusions and around the tapering at the front. I'd also consider just disabling the GI to get rid of that noise; does GI even rea…
  • What is Autodesk doing wrong that so many people, even those who use their software, are completely ignorant about its capabilities? It's probably just that 3ds max has more users (I assume), so you get more noise from those with less experience …
  • Looks really good; you're really making the most of the normal map. If I had to nitpick (and I really do in order to say anything critical) I'd say the edge-wear on the inner parts of the rear post seem a little over-exaggerated, or perhaps follow t…
  • If you're running nvidia (or amdgpu drivers on linux), your viewport performance will be significantly better than with amd's proprietary drivers. Also before/after you update your gpu drivers you should do a quick test of viewport perf (glmeter sho…
  • musashidan said: Someday.....someday soon this [n-gon's are bad] myth might just be dispelled once and for all. One reason this myth is still alive and kicking is that quad's-only actually is a requirement — or so I'm told — for film (P…
  • The skew thing isn't in painter yet, but it's a safe bet it will be merged into painter at some point in the future.
  • @Axi5 You can add the integrated one to the UI in any layout using the form editor; no need to keep the old install. (Go to game tools layout, open form editor, click Find FOrm, click on VNTK button, duplicate it in form editor, and drag it up to mo…
  • I wouldn't expect a blue screen with a PSU issue; I think that usually ends in a lockup or sudden shutdown / failure to POST. How old is the PSU? Did you reinstall windows from the same source? If a crash is garunteed after x time under heavy load,…
  • Yeah so symmetry, element action center, select target edge, move.
  • not sure exactly what you're wanting to do from the pic but it's a safe bet alt+z is the answer (action center > element). With symmetry on. The workplane can also be applicable in cases like this, if you haven't looked in that yet.
  • x-ray is just your mesh with transparency, right? That's what overlay drawing is, when you have a backdrop item visible. But like I said I just use wireframe view rather than that. If you aren't already aware the ctrl + (~, spacebar, tab, 1, 2, 3, e…
  • tab = regular subdivision, shift+tab = psub (better smoothing). Shift+d to apply a subdivision. Each type has it's own options in Surface > Subdiv for levels, so make sure you're using the right one (you should see the GL count increase). By defa…
  • you can enable partial polygon selection in the settings too (Input > Selection) if you prefer it that way
  • Slide tool works perfectly in that example. Though you'd (probably) want to get rid of the edge that intercepts the loop in the middle. Usually for adding edge loops I'll be using square bevel, slice, edge slide, poly bevel, edge slice... Also if y…
  • Sure, I'll keep an eye out. There have been other max-to-modo threads (like this one) which you might find useful too. I'm not that familiar with max but edge/axis constraint sounds like action center's in modo. Or other more specific things like th…
  • You misunderstand me. I never said anything about smoothing by UV seams for lowpoly/baking. I said the concept of assigning hard/soft edges by a polygonal selection is dumb. Example: Cylinders where one of the side edges must be hard. Simple with ed…
  • if you're talking only about the stupid and archaic polygon-based "smoothing groups" which I hope no one still uses then IDK. If you're talking about the more logical and practical edge-based smoothing (with the now built in vertex normal toolkit) t…
  • ^ Also I just got a spam block on my account for 2 minutes for editing my post twice in 30 seconds. Not my fault I'm indecisive. Or is it..?
  • This is something I've been thinking about too, as a lot of the time I feel like I'm giving excuses as to why I'm not going to incorporate the suggested changes. You want to be confident in doing what you want; but you also worry that you're being a…
  • Interesting. From the blogpost: While we’re talking about Trending, people are definitely going to ask about Picks. Currently Picks is still done manually by staff at ArtStation, and we do strive to pick a diverse set of works. In the future,…
  • Mark Dygert said: PNG is lossy, not lossless. It compresses and you lose detail in favor of a few bytes. The handful of mb's you save aren't worth the headache and loss of data. Developed as a patent-free alternative to GIF, Portable …
  • The best would be a hardware + software solution like Spyder. Also worth checking is if your hdmi connection is configured properly.
  • Probably not the best way, but you could specify a colour for each material and use the Multi-Material Blend node, feeding an exposed uniform colour node to the Colour ID input. Then you'd only have the one exposed parameter; but you'd need a key to…
  • AFsoft said: wow, what engine is this ? real virtuality 4 (Arma 3)
  • https://www.artstation.com/artwork/nywD1
  • Just wanted to post about a small adaptation I made to my texturing workflow. When looking at the painted metal references I wanted to replicate the layer of rust you get between the paint and underlying steel, like so: What I needed was a way to…
  • @Justo make sure you update the motherboard's UEFI when you get it; there have been some significant improvements since the initial versions (apparently).
  • Heya, While it's recognisably a T-34, the overall quality isn't very good — there are proportion problems, there's no spec/gloss/normals, it's VERY lowpoly, the textures are boring — but it's a start. I'll give you some general advise on what your …
  • JoshuaG said: Your metalness values should be either 0 or 100%. No, that's misinformation; metalness does not have to be binary. Not that OP has stated they're using metalness or spec yet anyway.