It's not blurry, it's misaligned because the rays didn't go perfectly perpendicular to the surface. This could be fixed by modifying the vertex normals of your mesh (or smoothing groups) or by using a cage. More details here…
Thanks for your reply. I read this doc and I found XGen is in Maya but I only have the 3ds max. Is there any similar modifier in 3ds max? XGen is still a good way for me maybe I can start to learn Maya if I can't find other solution. Thank you!
[ QUOTE ] Plus, both Silo and Modo seem to kinda really suck when it comes to UVing for game art, which could make things hard for primarily a texture artist. [/ QUOTE ] You tell em! Live LSCM? Who needs that when you have the godly Max UVunwrap modifier... yeah...
I only made a wire from the smoothed version, because otherwise I needed to remove all the smooth modifiers from all parts.. Hope it can help you out with certain things.. Thanks! you're right the revolver still needs some work. I'm currently busy making and UV
yeah that has to do with the scale of your model. scale it down and you'll be able to use not so tiny values. the same thing happened when i first tried it out. you'll notice that as you scale the model you'll see it moves along its normals like the push modifier in 3ds max.
I found out what the problem was and I'll share for anyone who may stumble on this one day. under the "Advanced Parameters" tab in the "Skin" modifier I unchecked "Always Deform" and it worked fine, although I heard it was best to recheck that box once you've done weighting those specific vertices.
btw, Maya has been used in one form or another (heavily modified with mel, or prototype versions of it) in practically every digital effects movie since Jurassic Park. 3DS Max kicks ass and has my respect, as does XSI- but Maya has made a huge, undeniable impact on the CG world.
That works OK, as long as you add a Push modifier to the wireframe model. I like renders where the wireframe is understated, say 33% solid on top of the shaded model. I also like it sometimes when the shaded model is flatshaded instead of smooth, but I think that depends on what you want to show.
The general idea is having a mesh where both body and the head joined with a smooth, no seam surface. Then using "data transfer" to transfer vertex normals orientation from joined model to separated ones Maya > attribute transfer Blender > data transfer modifier. Max > normal theft script or something less ancient maybe
Cool, glad to hear it. Another way to manage scale if you have some objects that need to be scaled but not others (scale differences coming from different apps, for example), is to place the objects you want to scale in a group and then scale the group, so you have a single object to modify rather than many.