Back again! Completely redid my layout along with my base materials for the scene. Lighting and layout were the biggest challenges for me in this particular scene. My previous layout was not as modular as I wanted it to be, so I decided to start over. >.< After getting the modular pieces into the scene I encountered a lot…
I was hoping to get some help with baking! I've been playing around with substance painter and trying to get the match by name baking feature to work. Basically I cant get it to work and I can see that its being influenced by the other objects. So I use Maya LT and UV unwrapped my model which is made up for 12 parts. Each…
So .OBJ is actually quite a dated format now, and alot of programs want to store information in it that it just wasn't designed for. Vertex colour is the best example of this. By default, .OBJ's do not store vertex colour. Zbrush actually has a hacky way to stick the colour information in the file, and then it knows how to…
If it helps to think of it as a classic marionette. The control rig is the wooden +, in it's own scene. The mesh/rig are the puppet, in their own scene. The strings are the constraints between them. First thing I do is create just a skeleton and bind the mesh to it. Save that as a "skin" file and reference it into a new…
Wow, walls of useful text. I'll just share some of my experiences when it comes to limits etc; I started using maya and the curve editor and what not makes a lot of sense. It's very easy to just copy/paste keys and the flow of everything is great. However, max's biped has it's benefits. The import/export of animation and…
pior: Thanks :) The set-up is embarassingly simple really, it's just a flat grey in the diffuse and specular slots, and the material uses the skin environment channel, with which I bump up both the scattering (1.0) and subdermis depth (0.9) channels and drop the smoothing to nothing. I set the spec intensity to about one…
1. the uvs need to be better packed because they arent using enough of the pixel space also they are unevenly sized so some parts will have loads of pixels to detail them while other just important pieces of your sword will have hardly any pixels and could look a little stretched or warped. so if you show only one side of…
Appreciate the comments, and TheGodZero it's good to hear from you again I'll take what you said and apply it to him, thank you Dejawolf, glad to see you like it too I'm in dire need of help. I might have to make a new thread for this in the appropriate forum, but does anyone know anything about modding 2142? I'm having…
jusinamanzer: your self acclaimed 'noobness' is starkly apparent I'm afraid. What you asked is an infinitely long way away from a simple question. You've no idea how absurdly complex your question is do you? You are asking for an explanation of the entire pipeline for exporting models, keyframe data, motion capture data,…
a container is really powerfull, it references other scenes (.cmax or something) basically splitting your scene into lots of small parts that can be loaded and un-loaded from max from within your main scene, if you close a container it unloads it from memory if you open it you see the scene, that can be write protected so…