I also tend to delete the tread tga's which the wizard creates. If you are not going to change the tread maps, not having the files means the game will use the default set with your skin. Having them included in your skin pack without modifying them is unnecessarily increasing your mod's file size.
CC-0 is public domain. CC-BY requires that if someone is using/modifying your textures, they have to mention you as the original author. CC-BY-SA requires that they mention the author AND share any modifications under the same license. CC-0 is like MIT, CC-BY is like BSD and CC-BY-SA is like GPL.
You can unwrap them like this in Max. Look for Spline mapping in the Unwrap modifier. Or you can try a simple Planar projection then Relax the hell out of it, then use the Straighten Selection tool in Unwrap. http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26
Yeah yeah, the auto modify (brute forcing) feature is a nice idea all in all, but let's not forget the other side of the coin: discipline. Explaining the dos and don'ts would be nice, specially for newcomers (most forums have their own set of rules and regulations). IMHO, these two would immensely increase the user…
Yes, it is hipoly. The mesh here is subdivided and, actually, is based on low polygons. But the curved pipes look significantly better when subdivided. They are the only parts that I have done in Max, since I did not find a way to make a pipe from different shapes. I used the 'Loft' modifier that does this thing:
I've started getting this a lot with unity 5. I'm guessing you've modified some of your geometry after baking lightmaps? Try rebaking your lights. Its a total pain in the ass given how slow unity5's bake system is but so far its the only solution i've found.
Amazing script I would modify a bit script like so on btn_generateRockFromSelected pressed do( -- check if selected obj is not rock itself because it will be deleted -- and selection will be empty and script will crash for o in $ where o.name == "generatedRock" do deselect o if $ == undefined do ( messageBox "No mesh was…
maybe try exporting an fbx from max? zbrush now has fbx import under the plugins section. never tried it myself though. also maybe zoom out in the uvwunwrap modifier in max to make sure you don't have some crazy scaled up uvs you didn't notice.
I'm new to 3d modeling but I've typically been unwrap everything then using a MapScaler modifier in 3ds Max to ensure everything has the same scale. Is this a bad way of doing things? (Learning ArchViz with 3ds max, and also UE4) It seems to work, but should I be learning the pixel per meter method?
I love the Quad chamfer modifier. Either with smoothing group or edge creasing, depending on the complexity and speed you're after. Works well for most objects and if you need to you can always collapse it after you get your base support loops set up and do some manual tweaks.