Hi , I was thinking to finally try NDO DDO that I got time ago and never had chance yet to use it , so working on the high poly model for a spaceship here : http://polycount.com/discussion/169587/spaceship-hardsurface-subdivision-polymodeling-learning-and-help#latest I checked the tutorials and sems I am forced to UVMAP…
******* NINJA ADMIN EDIT ******* Some of the recent conversation in the UE3 thread has centered around physically based rendering for games, this is really a topic that deserves it thread so here we go! First, some links: Image based lighting, which is essential for a PBR workflow - Paul Debevec, Debevec's research is…
Hi all, Recently I downloaded the free educational edition of 3DS Max 2012 and after resuming my work on a model I'm having some issues getting used to the changes they added to the UV mapping stuff. I have a couple really dumb questions if someone has a moment to answer them. 1. When I try to scale a UV (did I say that…
"You can't add new meshes to an existing project". I believe you can and it can be really useful too. Three great ways to use what you'll find in Substance Painter's main menu : Edit -> Project Configuration. There you can reload the mesh(es) from your scene in progress. The first one refers to ISUther issue. The two…
So, I know you have taken this back to Zbrush (which is probably for the best anyway) but I've got a few tips for the Blender workflow if you want them. First, use the multi-res modifier instead of sub-surface. multi-res subdivides the mesh in the same manner but it also provides for manipulation of the subdivided mesh in…
Caravan: High poly Most of this is just some plain high poly modeling. For the ribbons I used a combination of path deform binding and advanced painter. At you script writers out there: wouldn't it be possible to make a script like advanced painter with these features in it: - Paint on a straight line between two points…
I still suggest to bake to lod01 or lod02. Lod 03 may just have not enough geo to support proper baking at all. Just edit/project vertex normals the way they would stay in same direction through lods. I usually just copy/paste vertex normals from one lod to another. Thanks to Blender it's IMO easier there than in Max . It…
At it's most basic, when the smoothed normals for a mesh are calculated, each vertex simply grabs the flat/geometric normal of all of the polygons that it belongs to and averages them together to get it's smoothed normal. But you can weight the contribution of each polygon to that final average to try and get different -…
I see you're using 4 quads as a plane, which seems like it's a bit unoptimized, especially since you're not using those triangles to reduce transparency overdraw. I'd say use mesh more like this: As for your workflow, using 2 bend modifiers seems a hassle, just make it an editable poly and move those verts around. It's…
You could try to extract the heightmap data from the landscape, as per ambershee's suggestion, but be prepared for a headache. In past builds you could only export the heightmaps as some arcane format called .g16 or something like that. (Maybe the Landscape system has updated that a bit? I dunno) An easier route might be…