Are you sculpting a character or a hard surface object? The way I do it and others at my company (for organic and some hard surface objects) is we will model out a quaded out basic mesh of what we want depending on what it is if its more organic or not. We will then make sure it divides in zbrush properly and sculpt away…
Um, no. That defeats the object of using instances. You may have got caught out in how they interact though. Instances have a two way live relationship. Changes to A affect B and vice versa If you Copy two instances the copies are related to each other but not to A and B If you Instance two instances you end up with a 4…
I felt the same when I switched from 2009 to 2011. But since I started learning Maya I understood how this grid system works and I like it. To do what you want: lock your selection and move it using "grid points", clicking outside the gizmo's influence. What happens is that max creates a temporary pivot when you select…
Thanks guys! I can tell you guys about one of the problems we've happened upon during our project. We got tasked by a senior artist to optimize some tracks, we thought okay no biggie! The track used a PVS-system, which had nodes placed throughout the racing-line that determined which object would be rendered at that…
I'm trying to recreate the issue, but the only way I can create any kind of warping from the high (textured) to the low (textured) is if I have Suv turned on. Do you have the low-poly saved as an obj where you can just reimport it to update the UVs? Edit: I guess I've noticed that in the case of extremely low poly objects,…
Object space maps have a number of limitations unfortunately. Animation can be done with OS contrary to popular belief, but it does require a little extra shader code. However, that's not the worst of it. 1. You can't mirror object space normal maps. You can make a special shader to do so but it will only work in certain…
Here is how I would do it. Select all the polygons of your object except those that are not perpendicular to each side of the cube. Apply UVW Map on it and select "Box". Then apply UVW Unwrap. Weld things that match so you have only one version of everything. Select all you have in the UVW editor, move it outside the black…
It's a simple prop, so I'm not going to say much...BUT... From your first normal map image, it shows that you are still taking parts of your diffuse, and allowing them to affect the normal map in ways they shouldn't. The scratches on the corners of the object, in the color image, are a lighter color than the surrounding…
[ QUOTE ] ....I am working from max exporting an ASE file with 3 surfaces, head, torso and accessories (also 3 textures, 512,256 and 512*256)... [/ QUOTE ]If those are individual textures then each part of the model they sit on needs to be split into a physically seperate mesh; you can't use 'multimaterials' in D3…
just using the default camera DOF attribute? quick and easy - Create a camera and open up your DOF attribute - Move your camera out away from your object and snap it to the grid. - Create > Measure Tools > Distance Tool - Snap the measure tool near the camera and then near the object - Snap the first locator to the same…