Day 62: Made a quick sketch of a two-hand battle hammer. I had to use paper because doing it on that **** tablet would take like 4x more time. There will be green energy gem in the middle. The hammer has special skills of bringing nature back to life, so I will prepare a small environment in a final render. Managed to make…
Thanks for the reply, that definitely cleared up some of the mystery behind this process :) I was thinking it might have been a good idea to have a base human body and clothing on top so I could transfer some of the skinning data through the skin wrap easier but I see your point. I think it would be a waste in terms of…
I use source control (Perforce) to update everyone's machines at work. When max is first installed, I have them run a Setup.ms script that changes the $UserScripts, $UserMacros, $UserIcons, and $UserStartup directories to a folder under the source tree. From then on when the users get latest in Perforce they get any new…
more features = longer startup time. one of the problems with 3ds max is that there's a ton of duplicate features and tools, that basically does the same, but in a slightly different way, or one feature is the "old" way of doing it, and another one is the "newer" way of doing it. but thats not really the worst part of it.…
Hey Chris! I'm finding that once you go through the terrible BS of setting up the exporters, the actual exporting goes really quickly. As far as the shaders go, you definitely lose A LOT of the flexibility that UDK offers, but what you lose in Flexibility, you gain in visual fidelity with CE3. Couple that with what you…
It's a little hard to tell what the problem here is, could you highlight it? I'm seeing some weirdness on the rail and maybe some odd shading on the slope coming down from the rail as well. Is that what you mean? We do have a known issue with high poly meshes, sometimes sections of the mesh will appear to have slightly…
The project thing gave me an idea, and I actually used 3D coat to get the results I needed. If anybody needs to do this then just follow this. 1)Make a sphere in maya and smooth it a couple times to make sure it is perfectly round. 2)Make a geo-sphere in Maya by smoothing a cube a few times. 3)Make the geo-sphere a little…
ZBrush's polypaint uses the vertex colors, so painting is independent of UVs and texture maps. This lets you paint first, then worry about UVs later. Two options include: 1. Xnormal. It can read the polypaint data from the highpoly sculpt and bake it to a texture map for the low poly. This is the quicker method. [ame="…
Hi there, So, I'm not sure as to how exactly they achieved this map, but I was able to get a similar effect by using the same workflow you do with Zbrush/xNormal. So hopefully this is helpful. I used the Basic Material shader in Zbrush for my high poly model. (Cleared out any polypainting with white) Added an extra light…
Hey and I decided to do a little test in terms of how much raw mesh data could weight, so we would have a more informed discussion. Exported to obj. stuff is as follows: 2028 tris - 94.9kb 972 tris - 44.3kb 432 tris - 19.7kb 192 tris - 8.91kb Exported to .ase(the one you used fir UDK before FBX support): 2028 tris - 263kb…