New problem.. for some reason the specular reflection is ending up black. This time around I decided to import my textures separate of my mesh in order to change them easier when I wanted to alter something. Edit: Hmm well I re-imported it by connecting all the inputs through maya and exporting as an FBX. I would have…
I found this the most confusing part of game character creation. There is a lot of information available but it seems to be fragmented, so I took a workshop on the subject which cleared a lot of things up. I find this workflow to be the best, although I am stepping over to baking and texturing in substance. Just a 3dsMax…
Mr Normal Version 1.01 Released We've been working hard and have just released our first updated version 1.01 of Mr Normal. The new version incorporates many new features requested by users and a massive performance enhancement. The new features are: (1) Graphics Card Acceleration We've updated Mr Normal's engine to…
3dsmax isn't a big fan of multi branching bone trees or re-linking bones after they've been animated. Mix the two and you're pretty much guaranteed a distaster. BUT dummies are pretty good at straining out those weird bone linking issues. In general any time you have a multi-branching tree you want to link the chains to…
Props don't fill the UV1 fully so after I am done painting and exporting the first asset. I layout another models uvs into the remaining space and texture them too. My problem is: after I export the second models textures, now I have to combine their textures using photoshop. Since I export them with their RGBA channels…
just to repeat what I messaged to juanitudev1 But before that, one reason one might go with GIF clips: * easy to share on messageBoards, emails, wikis or other html based editors. * can loop so its perfect for showing 2-4 sec. clips showing results or step instructions But where I think it doesn't suit its purpose: * show…
update! I changed a little bit the workflow : - Parameters are not in the group name anymore. (because with time the name could be very long if we add new parameters....) - The name you will give to your group will be added on the file name. (Psdname + _ + groupName) - Now all the parameters are in a special group the…
You need to solve one problem at a time. You are making clean, hardsurface models. Meaning that you cannot hide anything behind rust or random detail. It means that you need maximum accuracy between what you do in 3d, and what you are exporting/seeing in your game engine. - First off, the normals generated by Max using RTT…
Hello, I posted a question a few days ago (blimey, actually about 20 days ago!) asking about the best 'pose' for modelling things because a t-pose seemed to cause exaggerated creases in Marvelous Designer on the shoulders of the model.…
I'm having a particular issue with a bake I'm trying in XNormal. Here is what I'm trying to bake to a flat plane: When XNormals started misbehaving, I did a low-res bake in Textools just to make sure the normals I was working with were okay. For reference, here's what it gave: So far, so good. I then export to fbx format…