Triangles are fine... That pole in the tail is bad news but otherwise it's alright. Game models should have a fair amount of triangles, if you don't have triangles in your mesh odds are your topology is not very efficient. Poles connecting "too many" edges are best avoided though for deformation reasons (you've got a few…
This looks like a problem with your normals. First thing you want to do is make sure you properly merged the vertices on your mesh. In Maya you can snap selections to the grid by holding the X key as you move the selection. This is really important for accuracy. You can adjust your grid if you need more or less precision.…
This workflow seems to work well for getting smoothed edges from Max to ZBrush (using smoothing groups). This method doesnt use support edges, instead it works similar to the crease command in ZBrush. 1: Select your mesh in Max and apply a Turbosmooth modifier to it. Crank it up to a level of 2 and check the "Smooth by…
baking in max is... difficult but not impossible it would be great if Autodesk actually fixed long running problems but they haven't and they don't seem like they are going to so here are some work arounds to get you "better" results... Background color: Only use mental ray for Ambient Occlusion, switch to scanline for…
Well, you've always been able to bake seamless object space maps, but you have to ensure the mesh is smoothed (because it projects along the vertex normals). My cage script will alter the vertex normals so that the normal at each vertex points towards the position it has in the morph map. Modo uses it's own tangent basis…
Normally caching the function works really well. But you're correct it has no effect on this particular function. I took a pass on the script it went from 1.08 seconds to 0.04 seconds. The basic ideas to make things faster (with MaxScript) are avoid using memory in loops, and avoid converting data types especially in…
Should have asked this in "how you model dem shapes" thread, but meh, heres how i'd do it... Make a cylinder with double amount of faces to the amount of blades you require. Select every other face around the edge Extrude outward Rotate extruded faces into direction of the teeth Select inside verts, push them out and…
1. It's a technique called double smoothing. This video should explain it: [URL="https://www.youtube.com/watch? v=87I8FpXn3Yc"] http://www.youtube.com/watch?v=87I8FpXn3Yc[/URL] It basically removes the need to add support loops to get hard edges. You can also combine it with edge creasing or exclusively use edge creasing.…
Be careful with the blending... you may see strange transitions in the blended areas. You have a regular pattern of stones with distinct gaps between them. Each texture set should probably use the same number of rows as the first set. If you had flat concrete-like textures instead, the blending would be easier because you…
Hey Kawe, Heres a quicky crappy paintover that may give you some inspiration. I added an edge texture for the hexagonal material, and added a little more interest and tonal variation by giving that a welded, indented grey edge. Cyan speckles add interest against the red dust. since its the most striking thing on screen,…