Hi everyone! We’re a group of final-year students from the University of Hertfordshire. We’re creating a sci-fi cinematic trailer for our game SHIFT in Unreal Engine, and we’ll be documenting our process and progress in this thread with regular updates.Feedback on anything (story beats, environment art, lighting, camera…
Hi guys, I'm new to these forums, and I'm also tackling the same issue. Could you explain what you mean by slots? You mean like bones/sockets for another mesh to be swapped? Just wondering how you would avoid using unique textures if you've got a mish-mash of equipment? Lets say I've got bracers and gloves from one armor…
Utterly minor thing - but one of the few things I've found a bit clanky in max is the poly creation. Has anyone ever written a script or plugin to match, say, the one in XSI? E.g. just drag from edge to edge rather than on a vertex by vertex basis?
Agreed with everything that was said so far. One reason for the grass being so high contrast seems to be that the tufts are mostly unlit. Maybe a translucent/transparent shader that can't receive shadows or needs some serious dialing in? Either way, it's a major problem that needs solving. There doesn't seem to be much of…
Hi guys, I have a problem when baking my AO in max. Let me shortly explain my workflow: I use keyframes to explode the HP model. For the Lowpoly (which is all fused together) i use Editable poly modifier for AO and Normal Positions. Now, the "HQ" model isn't the regular Sub-D model that is often used, but rather a beefed…
wait wait, confused. >_< What do you mean by 'when you harden an egde'. How do you harden an edge? Since UV mapping is done after the modelling process, you split the UV's that have hard edges. Am I missing something here?
- There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model. - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires…
The only thing that pops in my eye is that the 'tentacles?' could use a couple of extra edges. I noticed it right away. Other then that i really love this thing :D
It's definitely looking good. I modelled an 1860 Colt Army a couple of years ago that was very similar. Here's my thoughts on the questions that you asked: 1. I agree, it is too low poly in places (handle/grip) and too high poly in other places, in my opinion (e.g the screws are far too high-poly for such a minor detail,…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…