I would think there is a way to export the mesh correctly scaled from Pixys Studios or inventor. If it's importing with incorrect scaling into max from an FBX, then something is incorrect with the scale before it's even imported. Max won't apply scale to fbx's that have models with say 235% scale or whatever, it'll retain…
@neox: Liking the girl, looks awesome! Currently working on this: Any tips on how to improve the lowpoly would be appreciated :) currently at 2372 tris
Okay, so it's time to get baking. Does anyone have any pointers? I mirrored the UVs on the stock and it's sitting at 2370 tris. I also capped off many of the holes (not sure whether to model them in or not).
Hey everyone! This is a low res environment I've been working on to practice my texturing skills. The total polycount is 2371 tris and all textures are on 3 512x512 textures. Any crits/comments would be greatly appreciated! All textures are hand painted in photoshop. More images/detail shots are available Right Here!
Hi @GavinUnit, My approach to this would be making a swoopy brush stroke generator in a separate graph, and then use copies of it with different random seeds it as an input in a fx-map or a tile generator to splatter it around. There's also this really cool tool on share that might be…
Here's wireframe for the scene and the large-leaf phylodendron. The phylo is a beast (2370 faces) and could probably be optimized by collapsing the stalks down to 3 sides instead of 4, plus collapsing the base of all the stalks into one vertex with some grass around the bottom, but it covers a lot of square footage and I…
This post based upon OP's numbers here http://polycount.com/discussion/171689/pbr-the-problem-with-greyscale-metalness#latest: I have several questions regarding this metalness usage plus a real-world example to ask questions about: (BTW this is not for game engines and targeted for 3DS Max renderers and such) 1. We are…