also click on a channel name in the channel box, and drag mmb in the viewport, to adjust that value, and while doing this the control modifier makes it move in smaller increments, and the shift in larger increments. you can also click and drag over multiple channel values to select them and change the value in several…
I believe this is because their engine is build upon MAYA itself. If we are thinking of the same thing, the artist can then quickly rig parts of a mesh and modify it accordingly. Since the engine can accept the rigs, and its built on top of maya, it gives them quite a bit of freedom to work artistically with the engine…
Hummm I didn't actually save my scene so I'm not totally sure but I think I used the gray soft touch material on the first render. The second one was using a glossy plastic material that I modified to get that result. I'm sorry my answer might not be the most precise!!
polycruncher was included in 3dsmax2010 (or was it 2011) as a "ProOptimize" modifier. If you're using max I would try that, mostly because it offers great control over the UV's. In 2012 which should be out next month I think? They upgraded the algorithm that calculates how the triangles are crunched and improved the…
I think the FFD modifier is a better option, because its non-destructive and if he change the size of the circle, he can easy adjust it to the new size. And its possible to use it for something else, without having to redo some of the mesh. But of course, it does depend if the vertical and horizontal meshes are merges…
Thanks for tip El Burritoh :) I like your 3 way symmetry setup, I used to do the same thing in Max with mirror or symmetry modifiers. I've been using a bunch of Instance Radial Arrays in my work lately so I'm sure this'll come in handy at some point.
Add an Unwrap UVW modifier. In the Edit UVs window, go to the Options menu and choose Save Current Settings as Default. Then collapse the stack. This helps most of the time, but sometimes my settings are reset anyhow, seems to be related to how I collapse the stack, but I haven';t looked into it further to find the cause.
Artem Volchik has a really nice method of rendering things, http://www.artemstudios.com/2010/tutorials.htm The tutorial is written for max, but you can most certainly modify it for Maya. Also i believe these mats can be used for Maya as well, but i'm not 100% sure http://www.polycount.com/forum/showthread.php?t=69829
Nevermind! I used a boolean modifier on a cube to intersect my existing model (pretty much making a exact copy), reunwrapped and exported and the issue is solved. It was a weird bug because I even deleted the faces that were having a problem and imported into UDK, and UDK showed that the static mesh still had a face there.
I changed my mind, i do not want to give up so i spend more time today really paying attention to the cris-cross pattern of the hilt fabric and the weaving in and out. I also added a very slight shell modifier to give the cloth some depth like recommended