The ecosystem itself consists of two tools: GraphN and Metanode. GraphN is a standalone visual programming software that helps you create plugins for Maya, Max, Blender and Unreal Engine. These plugins can be shared with anyone just like you would share a MEL script, because they manage their dependencies in a really…
An example. This method will just making getting the shape much faster and easier. Also no need to retopo or anything at the end. You simply build your optimized game mesh from the start. This isn't the most efficient workflow for next-gen characters, but for simpler things a lot of times this is my go-to workflow. A cube:…
I ended up getting good results and an efficient overall workflow from World Machine. The only downside is that I don't have precision to select each 10m interval. For practical considerations, that is okay. So long as the intervals are consistent we can accurately use them. For anybody doing something similar, I had…
I have had some time to go over a lot of the things you posted and I'm getting there at making several different cycles. I'll have those up soon. I ran into a problem today though and it has to do with rigging. I figured why waste a perfectly good thread when I could post it here. :) So beyond all greater conscious I was…
Option 1: You can join the objects together and then break them off again. Advantage: The the standard materials are joined to the multi sub and the mat ID is changed automatically. Disadvantage: The joined objects will inherit the pivot of the object they are joined to. If this is a problem To get around this you probably…
Either way works, I wouldn't shy away from ngons. I rig and skin characters all the time and ngons aren't problematic, in a lot of cases they are ideal. You do need to be mindful of how it will triangulate because that can cause issues but that is really easy to manage. Most of the time I focus on weight painting and don't…
Well here is the deal Substance has some amazing stuff, but it really takes long to get things to work correctly. With Ddo I almost have a button make art button and I like how easy it is to select materials either made or placed using ids with direct selection. Megascans library is an amazing tool set to use for quick…
Is the mesh just scaling and the bones stay in place or is actually the bones that scale.? Looks like the latter. Do you have scale values on any joint, apart from the root bone? Or worse: keyed scaling? AFAIK most engines don't support bone scaling and that most probably is the culprit here. Try checking the skeleton for…
It's a good idea to add some really simple lighting to your scene when you're gonna take a screenshot for a forum. This way we can see the forms and mistakes better making it easier to give critique :) First thing I noticed right away was the roof being way of. It looks a bit as if you had the right proportions and the…
Here's an example to play with, a better way to approach a road in Max. There are many ways to do this though. http://ericchadwick.com/examples/files/2015-05-05_road-loft-max2015.zip You'll need to tweak this to make it pretty, but should give you a basis to start from. Note: Your normal maps should never be JPG format.…