Anyone have any handy dandy scripts or information on how one might reduce a .max file size? It's currently 41 megabytes and is actually only 3 bipeds and some custom bones with the associated characters. It needs to be sent out for outsourcing today. I tried ths gc() thing and have tried all manner of other things,…
Hello there. I'm currently working on creating a barrel plank and wanted to conduct a test bake, but unfortunately it's not working correctly. The least artifacts in the bake I get when using the 4k version, but I'd like to avoid using a 4k normal map due to the model being intended for a game. Here's my workflow for…
My most recent hiring experience was hiring a bunch of entry level artists for non-games 3D architectural rendering work. We had the luxury of hiring 10 artists to come on-site for what amounted to a 3-month paid art test. We trained them from scratch on how to use 3ds Max and our internal toolset. 90% of them ended up…
While many things you mentioned are absolutely reasonable it's not canceling the fact that smaller or otherwise bigger texel size has been used in games for years as a mean to save texture space for key areas. Characters faces and hands. Bottom sides of certain objects, cars for example. Backsides of static objects or any…
Yeah, the reasoning behind my modelling the slide grooves onto the lowpoly was that when it's seen ingame (first-person perspective) the face normals of the vertical sides of the slide will be pointing almost perpendicular to the player camera's view. Its my understanding that normalmaps work very weakly when viewed at…
check out these people who took this japanese pop singer Ayumi Hamasaki,and pimped out there ride with her as the theme, http://masamania.com/archives/2004/08/hotrod_of_ayumi.html
Urthrese: thanks for the reply but it doesn't work. the work around for this is probably right in front of my face. i'm trying to dragrect a mask but i'm also using radial symmetry. I can't hide a part of the model because it hides the side i need to work on.
Hi Jan_u, I agree that you can either bring a lot more uniqueness to the texture or go the other route and make it extremely optimized. Here is a quick example of taking your texture and fitting in all the important details into a 256 texture with room to spare. I made sure not to shrink down any of the details so this…
I would increase the size of his hands about 150% or so I think. Tone down your AO passes as well. Remove the whites from your maps and make the AO an overlay or softlight with 50% or so opacity. That should give you nice soft shadows that don't overpower, but still hold your shape. Also, you need to remove most of the AO…
Your model and the vehicle in the reference have very different proportions. I'd say find or make a proper model sheet to correct your model. The biggest differences I can see are the size of the front end (hud/bonnet) in the model it far too big. Also the wheels are too small, the real vehicle is narrower and the tubing…