So there's a thing I've been wanting to try for a while but have never been able to process out the mechanics of it. It's a specific art style that looks terrible when static, but could look really beautiful in motion (that's according to my brain so I might be wrong). Start with this: Now everywhere you have black in the…
When you import a mesh file (obj, fbx), you'll get a file reference object. From this object you toggle auto-reloading (on by default), manually reload the file (reload button) or replace the file (... button). If you remove the mesh objects (blue cube icon) from the file reference object, auto-reloading will no longer…
You obviously didnt unwrap correctly your objects. For such static environnement objects, you could totally go with a decimated object. But either method can be used (or a mix) and can produce a correct result. Attempt 1 is better than the 2 btw.But imo it should be 1 continous object. Use geometry to define the…
Check the 3ds max help file for "bones". Should give you everything you need. You can also use a hierarchy of dummy objects, or heck, a hierarchy of geometric objects. You then add what you are using as bones to the skin modifier in the object you are animating as influences, paint or otherwise adjust your weighting, and…
You need to activate the obj plugin in the plugin manager (windows>setting/preference> plug-in manager). By the way, about your selection problem, did you checked if your object was frozen or in template mode : you can select the object in the outliner then check its attribute in the attribute editor(ctrl+a while you have…
Well, yeah, combining objects could do the trick with constraints, but it's a hell of a bodge. Easier to clone face and bridge it then. I'm trying to achieve another Blender feature in 3ds Max with scaling distance between 2 objects(in Blender you have to press only one button and scale two objects together without…
Awesome information here. This is how I ended up with the body. All islands properly oriented. I made on texture for the whole body, one for the helmet and one for the back pack, as they are separated objects. I wanted to keep the armour parts in one island as much as possible and that explains why it's not more dense for…
I love things like these, I just tried rt_break and its kinda cool, although I very rarely break vertices. I like the create shape from border and the detach to element without a popup window asking if you want to detach to element or object each time. It doesnt seem to do anything in edge mode though, I replaced the edge…
I'm not quite sure what it is you want to do with those verts, but its not cloning. Cloning is when you have some part of the model that you want to make a copy of, for instance if you modelled a button on a robot, and you wanted another one identical somewhere else on the robot, you would use clone to make a copy of the…
I am a student, aiming to be an environment artist in the game industry, and I already know I have a million things to learn. One thing in particular I am horrible at is texturing and unwrapping. I have gone and looked at a lot of different tutorials, and have been trying to practice as much as I can. That being said there…