At some point you're definitely going to have to copy the plane. What I usually do for plants is make the alpha mapped leaf texture (or at least a silhouette stand in) first. I then make a plane in max and apply the texture. I can then cut and fold the plane if necessary, and set the pivot to a convenient location (usually…
Hello, I want to share with you guys the results of my last personal project, which was a game ready character I made from scratch to study the whole pipeline, I shared some pics on my diary topic but I wanted to share with the people that don't usually see that kind of thread but maybe they would find it cool. Here's the…
Hair is usually made out of layers, so you can't get them straight like it is in the back of the head. They only behave like that if wet or brushed in a direction. Remember the concept of the big/medium/small-sized areas, it also applies to hair, mainly stylized ones. My advice is to get some real-life pictures to…
Thanks for your feedback. I'm sending CV to non games/entertainment companies to have more possibilities but they are harder to find. Do you know any sites a part from the usual glassdoor and indeed? Regarding my works I usually make environments and hero models like hard surface objects or hero props. The materials are…
It's a little hard to visualize what is going on but I think the problem stems from the connections to the main controls? That seems a bit odd, usually things in the neck(s) would only be concerned with things from the top of the spine and up, their whole world exists in that space not the overall space for the rig. So…
We use Rhino for some objects at work. Usually when we are provided files by clients. You can export from rhino to use within max the following files: .OBJ .SAT .STEP .DWG .DWF However, none of these will deliver a nice quaded mesh; the best result directly from Rhino to max or from one of these file types, was to add an…
Interesting topic. It's funny that you find sculpting hardest even though you are pretty skilled at it. ;) I guess that the reason people usually find texturing and animation the hardest is because it's usually the steps they rush or skip when creating characters. Most time is spent on modelling, texturing is rushed…
Friday nights I'm usually exhausted so I tend to come home from school, take a shower, then fall asleep by 9 or 10 PM. I'll usually wake up at around 6 or 7 AM then immediately either work on art or programming (I try to alternate every week to prevent burnout) since I'm most productive early in the morning. After a few…
Lightmapping usually doesn't preserve high-frequency details like rivets. The UVs usually have to be unique for all the meshes in the whole scene, so the lightmap pixels get real large real fast. Unless you use gigantic lightmaps. What you could do is convert the normalmap into an ambient occlusion map, and multiply this…
I've seen this happen a couple times with FBX as well. I can't tell you what exactly causes it, but I just do the usual hack-and-slash to get it to work. Use an Edit Poly modifier, then a UVWUnwrap over that, then collapse the stack. Try saving the object as a unique max file and then MERGE it into a new scene. Try…