Naice work on the textures! There are few noticeable corners where the bricks kinda split to 90 degree due to texture transfer to the perpendicular wall, maybe shift a bit? The sparse bricks still look a bit wider than actual, I would squeeze them on x axis, I like the textures on the door and the roof ^^, good work…
Hey man! Great work and progress so far :-D. It's great to see that you're moving more into color. If i were you i'd start to look into color temperature(warm vs. cold) and trying to unify your colors more(is the image overall varm/cold? what color is the light?). Look at Nathan Fowkes and Jaime Jones for great color…
There are two things that are wrong: 1. No axis selction when exporting. So when I work in Z-up axis, it will be converted to Y-up axis on export. 2. FBX export automatically break edges if there is something wrong. I can't say option for memory right now, but in max you had to uncheck single box to prevent it. In any case…
The changes are already looking really good! Here's a side view and another angle to help with the cheekfluff transitioning to the back of the head. First thing that I can say is that the muzzle is smaller than you might think. You can push the eyes deeper into their sockets, and the head shape can be shorter in the z…
Hey all, I finally found a solution, while reading Noors's and perna's messages. The idea was to densify my geometry (as battlecow said), and just keep faces near my hard edges completly aligned along the Y axis. In other words, I just "reduced" the influence of my bridge (through the curve generated when doing the bridge)…
Some of the biggest proponents for the use of modular kits on a large scale use dynamic lighting in their games (eg Bethesda) anyway, so there's no consideration of lightmap space being wasted. AS Axi5 said you can scale down those faces to 1 pixel so they don't take any UV space. In my experience it's better to keep those…
@Ivars Thanks a lot I got it to work. I was just parenting and not constraining. I imported it into UDK using fbx and it wasnt working at first so I also had it exported using axmain and once I sampled the animation from the .psa file it worked just fine. Thanks again!
Another thing to consider is aligning UV verts. The new 3dsMax releases have something like that I believe. In older versions you can do that with TexTools. In the top baar above the UV window (in TexTools) Using like this Also the align edge Tool helps aligning clusters like this And lastly rectify will try to align edges…
Axi5 thank you for so extended answer! :) It could be a little difficult for me at this stage - I'm not a pro animator atm :( At the same time, I've found a guide for Blender, where a person somehow utilized MDD feature. I don't know Blender, but probable it could help to generate the same approach for Modo: Blender to…