Pogo-- first, welcome aboard. It's always nice when folks come out of the woodwork. second, you mentioned that this is a school assignment, so how long do you have to work on it? 6000 tris means you can cram a lot of detail in there if you have time and patience for it, so giving us a time frame will help properly gauge…
Hey guys, I've been customizing Max for a couple of years now, and I figured I ought to package up some of my better scripts and release them to the public! Without further ado, Turbosmooth Tools is a batch processing script designed to let you modify Turbosmooth modifiers on a whole pile of objects at once. It also has…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
posted a photo below, but all my work from yesterday just... isn't registering? I'm on the same material I was yesterday and I haven't made any changes. Saved my stuff (multiple times), went to bed, and now it seems like it's missing. the error says "No output node defined" but I thought my final base material node at the…
As seen above (pior) you can model quite precisely without the support of numeric value. I started 3D in a vector application and being interested in organics it was a pretty chalk and cheese combination. Primitives and polys were for me a godsend. For game art I am not interested in accuracy to 0.00001 of a mm. For…
3dsMax 2020 What's new - Full list Modeling +Enhanced Chamfer modifier * The new Fixed Weight Chamfer keeps a consistent chamfer width. * Weighted chamfer allow chamfer to be controlled on a per-edge basis with crease weights. * New presets allow to save favorite or set default settings. * Added Inset adds edge rings to…
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…
The solution to a lot of this sort of problem is for the developers to extend the blending capabilities of color fx-maps - ideally by exposing it to the user as a function.
It's a clever trick. I believe they're using a cubemap. The benefit of using this technique is that it's quite fast since there's no dynamic lighting involved, and you can easily get that toon-shaded, dramatic visual. First, they must generate a "lighting cubemap." You can build a self-illuminated mesh volume with flat…