It's odd that google withdrew their app VR180 creator a while back, maybe they just broke it :) The worst aspect for me is the way it creates waves in the image, really not acceptable for high quality VR playback i did see a video done with Davinci resolve which seemed not to be displaying the warps. but its not displayed…
This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…
I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good. I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look…
That's 3ds max with turbosmooth+support edges workflow. Maybe try instead OpenSubdiv+CreaseSet, here's a tutorial about it: https://www.youtube.com/watch?v=zUzGacqY35o (it doesn't answer your question, but might make your life easier) Also still unrelated, but you might want to avoid those tight edges, the reason is they…
I'm using max at work for everything now and not silo 1. How do you slide an edge loop in edit poly without having to connect edges? 2. I'm having trouble sewing edges in max is it just picky or is there a tolerance setting im missing. Thats it for now. Overall im pretty familiar with max and have been working on it in the…
for edges: 1)hover over an edge 2)hold down space to bring up your zmodeler actions 3)select slide 4)select edgeloop complete now every time you click and drag an edge you'll be edgeloop slide mode. I don't think there's a way to slide polyloops though.
Firstly looks like you have the proportions pretty much there and looking foward to seeing it come together. With the above in mind. For me it seems like there is a lot of wear on the edges of the desk.. From what I can see the entire length of every edge has wear; maybe leave parts of some of the edges unworn.
Hey guys, A friend of mine is having a problem with his characters mesh in UT3. All of his edges appear as hard edges in UT3 and there doesn't seem to be much information on this problem. His edges are all 100% softened on export from Maya, and all seem to be 100% hardened when imported into UT3. Any ideas?
Chamfer the edge as opposed to using smoothing groups. If you have a single chamfer the vert count ingame is the same as an edge defined by a smoothing group so it's no more expensive. I usually add a small inset support edge to the chamfer as well though, to help the reflections play nice without normalmaps to help them.
Sorry, I'm new at this and I have ran into the same problem, but reversing normals on the target doesn't solve it for me. Any suggestions? I have a group of identical meshes (eg: screws, low poly) in different position and rotations. I deleted them all except one to create the UV. I brought back two of those many screws,…