haha nice work on the bioshock stuff, I was just playing that bit with the bees and the smoke fogger and looked at that control and wondered why the switch doesnt pull down when its such a cool little model. Can you put a space between the image thumbnails or a border or something? they look a bit odd butted up against…
if you cant grab the faces directly, try grabbing the surrounding edges and use ring and loop... or if there is a cut in geometry then you could grab the border. Then hit Ctrl and click on the poly icon to convert selected edges to selected polys. then grow / shrink polys and use marquee to deselect ect. thats what I do…
SupRore's paintover of the wood there is a great example of what would make this look more natural. It's a good model and texture so far, although the poly usage is a bit unnecessary in places (like the extra loops running around the borders of the handles), but the texture just needs a bit more polish to really make it…
Hi , I have this problem but first I want to explain what I am trying to do ...... I am making a rock , I am making it perfect seams one one single texture in order to be able to rotate all sides the rock and have some special detail wet side on the rock so for this I need a specific texture and I can't use just a tiled…
Hey, for some reason when I go into vertex mode when using the Unwrap UVW modifier, and select a vertex, the rest of the element is selected :S This stops me from using snapping to align two of the same mesh to the same co-ordinate's As you can see the other vertex's are selected, although they are not fully red like they…
Right now i'm working on a job that involves UDK and the modeling program I use is XSI. The problem is that i'm getting lighting seams along the uv borders of my models. I'm pretty sure it has to do with smoothing groups as they only appear with normal maps applied. I was wondering if anyone has used XSI and UDK together…
I was building a mail box today, it wasn't supposed to take me this long but I got hung up on not knowing how to cap this end off: It won't let me select the border, if I select the edges and try to pull them it is not letting me, bridge is not working either...the only thing that works is extruding the bottom poly to the…
Hello everyone, I'm having a problem with my opacity map for a leaf in 3ds max. Anyone know a fix to this? I've tried making my opacity map smaller by tightening it in photoshop so I don't get any spillage of any color but the green leaf but I still get this white border. This image is a render using the Default Scanline…
I'm not sure why I didn't run into this problem with the first part of my mesh, but I'm getting wavy normal maps when I bake out my textures. I'm thinking it has something to do with the fact that I'm squaring off the UVs now. Is it best to leave the borders with their natural curve or is there a way to avoid this? Here's…
I want to bevel the exterior edges of a polygroup but when I do I get this kind of result even if I use PropWidth (which makes the bevel width proportional to the polygon, but not constant along the edge loop). This creates very ugly borders before or after subdividing, which you can see in this image I did after adding…