How would one do this? Make a cube, scale it and use vertex to drag araund to get the plank-shapes? Im looking for a way to model something like this: http://www.turbosquid.com/3d-models/3dsmax-modo-sculpt-photorealistic/888182 I own MODO-Indie, so I hope its possible to do it in the indie version too.
Took your advice and didn't extrude from the main body but I didn't use the same method. I stuck another cylinder through the body and combined them with a Boolean (union), then welded the vertexes together. I also made the front cylinder a bit smaller.
Thanks for the help. So it'd be just using decals and maybe a 'damage' material vertex blended? In that case, how is the silhouette of the damaged parts fitting so well? Is this achieved by just moving vertices around to get a damaged look, then applying the decal on top of those faces?
Have found some panther references and am currently working off of those. Ignore the rogue vertex in the back leg there, will have to eliminate that later! Is this more for what I should be aiming for? I've only done the upper bit at the moment, will continue on lower following feedback :)
Why dont you use vertex colors for the rusting?i mean like r=0--> painted, r=1-->rusted or something like this.then you could paint where you want rust, and where not.it would be a lot more customizable and realistic.
I wish Max and Maya could also show vertex sets, that would be awesome. 7 is the hotkey to toggle tri count on and off. At least im 90% sure thats the default as I cant imagine ever setting it to an odd key like 7 myself :)
http://www.edharriss.com/tutorials/tutorial_subd_edge_vertex_crease_xsi/tutorial_subd_xsi_edge_vertex_crease.htm I think the only one that was using a different subdivision algorithm from the other software was modo (till 501?), Max still uses its own. Even Cinema 4D had it from the beginning with edge and vertex weight:
In your examples what you want can be achieved by just using the make planar buttons under edit geometry...as long as its on that plane of course. Loop select, convert to verts, deselect the end verts, make planar, vertex snap back to the end verts.
I wanted to build an environment that didn't use any lightmaps and instead experiment with vertex colors a lot more. Also, this is my first scene in UDK really, I need to learn some lightmap stuff, tho it seems the UDK lightbakes are very good :P
Well, I dunno. The object still appears to exist in the Maya scene, it's just invisible, unselectable and unusable for all intents and purposes. I've done some playing around with the MA file, trying to splice the vertex information into a functioning node and whatnot, but it still doesn't appear.