If it's really low poly like your first image I just use vertex skinning. It gets a lot faster with practice. If it's mid or high poly I use voxel binding with Max Influence at 4 (for games) and Falloff set to 0.5 or 1.0. Then fix the head manually. (It gets most everything pretty good except the head.)…
I don't know, could be a lot of sources for your problem.I always use uvw xform for textures that aren't square(use the 0.5 scale), i just put it in the modifiers list in max and mind my own business.and also i don't collapse the stack. Did you exported a cage for xnormal ? Did you checked with smaller checkers for…
What would be the best way to create lit windows like the ones on this model, when using a PBR workflow? It seems like these might need to be added manually, after the textures have left Quixel/Substance Painter? https://cdn2.artstation.com/p/assets/images/images/001/833/742/large/victor-kam-c-harvester-01.jpg?1453449287
While I have no clue wtf the OP was talking about in his initial post... he has been a member since 2005, which makes him somewhat of a PC Vet. Looking back at some of his older posts, the dudes got some skillz too so there must be more to this thread than a lot (all) of us have realised.
I agree with MarcoAntonio. If you are aiming a game ready model the polycount should be lower and use more the normal map. Here is an example https://cdna.artstation.com/p/assets/images/images/008/231/392/large/joseph-hobbs-0-1.jpg?1511352714 Do you also have a blockout or overall idea what the diorama will look like?
I'm having some issues at work and at home with the displacement. I usually use 0.5 as a good midrange value for the height. However since I updated to 5.6 it's displacing way too much. Here's what's happening: https://streamable.com/eaqxk As you can see the heightmap isn't nearly that crazy. Something is definitely wrong…
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To increase normal maps' strength via a parameter, create a 3-vector parameter and then plug it into multiply node. Also plug the normal map into the multiply node. Then in the parameter (or edit the instance of the material) type numbers 2, 2, 0.5 (for example) into the RGB values. That should intensify it. LERP I think…
Not going to E3 this year. Last time I went was back in 2005. I would love to go again, but if I had a choice I would go to gdc instead....ahh yes good timessss. Only convention I'll be attending this year is Comic-Con (pros. We get in for free ;) ) Have to make a thread for that later on... Have fun! To all that's going :)
Nice work, as always. I think the 1st man's beret could be rotated to other side a bit more, but that is just my personal opinion. heh, this is what i mean; http://www.globalsecurity.org/military/library/policy/army/fm/7-21-13/Image3897.gif and…