One method.... Use a single low-poly mesh. Add an Edit Poly modifier and use that to explode the elements outwards to match the high-poly models. Go to RTT and add the high poly models in the Projection window. When done baking, turn off the Edit Poly modifier to revert the model. Some ideas here…
Thanks! I will try to modify a bit the structure :) Anyway, i tried the PBL model. I modified the shader just to use only one texture (+ normal map). I find walls a bit wet, but i can't find nicer result, so i keep it this way. Instead i will change the cubemap. Crates and wires still use the basic phong shader.
There is the missing plugins sceneexplorer which should list the nodes and ( i think) materials which own a modifier/map/material type of a plugin that is not installed in the current 3ds Max etc.. This makes it easier to remove those modifiers, change map/material types etc.. Out of my brain i don't know exactly when this…
If its a planar mesh, you may have to go into Transform>> Modifiers and limit the axis when sculpting along the edges. Then it will only push it up, instead of up and out. I'm late with the edit, but here's an example anyway: The axis in question for the modifier (and sym) may depend if your sculpting along the top &…
Yup, I think Xnormal is better than baking in Max. Take your low poly, convert it to edit mesh or put an edit mesh modifier on it, then your projection modifier for a cage and export it as an Xnormal SBM. Inside Xnormal when you load your low poly SBM check "use cage". No need to export your low poly & cage as seperate…
And now... explosions. I tried modifying the Manta code and now every time I enter the vehicle it blows up. Good anti-theft device, bad for actually getting anywhere. Anyone good with UnrealScript? I feel like a naked baby in the woods. So far, I've modified the mesh target, physical materials and camera (I think). Any…
@jogshy Do you have a tutorial showing how can i export the "projection modifier" of my low poly as a cage ? I'm doing an art test for a big studio. The test is quiete complicated and i start to be late. You help is ultimately good for me ! Edit : Just found how to export ... Was really easy in fact ... press export button…
if you want the line color to be white, you need to change the model's object color to white. the object color is that little colored square next to the object name in the modify panel. i think the reason they did this is because you can now unwrap multiple objects with the same unwrap modifier. the uvs of the different…
With Edit_Poly or Edit_Mesh objects look for the attach command, and then click on objects you want to combine. If you want to modify more than one object at once you can add and EditMesh or EditPoly modifier to a selection, but you still can't weld vertices from separate objects, because...they are separate objects. Also…
Updated: Here's what I have done before seeing that latest post.. I might modify it a little. Currently at 1706 poly. Aiming for under 3k for base model. btw, here's the model I was using as reference at first which I wasn't really constantly looking at. I later modified it a little to fit a different game concept which…