by Kamil Małagowski http://km-3d.com "New 3ds max plugin in development.
Unfortunately the native Boolean as well as ProBoolean are too unstable to use in real production, so the next step is to code my own boolean functions in c++ using 3ds Max SDK." https://youtu.be/TXRK0SYpk74
Arby based on your screen you have "smooth by angle" modifier that makes beveled edges sharp. Then you use face weighting that keeps those sharp edges . So you need either set the smooth angle bigger and set few sharp edges manually if necessary or uncheck "keep sharp" in Face weighting and keep every edge beveled
I'm assuming there's a normal map on that in engine? If so, did you rebake the map after softening the edges ( which smooths your vertex normals) on export?
Hi, so recently I've been making some game models and I began some experimenting with Maya's humanIK function to see how it worked and check if it could save me time in production. I've been fooling around with its Character control functions and slowly learning how it works, but now that I finally got my skeleton prepped…
안녕하세요. 이 사진은 3ds Max 및 Maya에서 수정 된 동일한 개체입니다. A : 모든면을 스무딩 그룹 '1'로 설정 B : 모든 가장자리를 부드러운 가장자리로 설정합니다 . 3ds Max에서 스무딩 그룹을 사용할 때 오브젝트의 법선이 B (마야 사용)처럼되도록합니다. 모서리에 모서리를 추가하거나 하나 하나 일반을 고칠 필요가없는 방법이 있습니까?
That is because I've modelled them to be functional like the rest of the lights. They look funny right now since the entire assembly is marked transparent due to some material overlap with the other lights on the car at the moment. I'll have that fixed once I manually make the alpha layer in Gimp. As for the lights I made…
What is best practice for getting good real time rendering of tree canopies in game? Should I soften all edges in Maya before exporting or keep the Alpha Planes all hard edges? Most of these planes are 4 - 6 poly So I get a bit of bend on the branches. What's common practice? Thanks a lot!
It's two different approaches. You could sculpt on the smoothed version of a subdivision modeling mesh, but that's then locked at the highest subdivision you ended up using, and, like you noticed, that's quite high indeed in order to be able to sculpt freely and not run into problems (although you should still work from…
I've been trying to figure out a workflow for myself creating hair cards in Blender. I tried a bunch of add-ons but I'm too smooth brain to get them to work for me so through a lot of struggle and perseverance I finally managed to make something that I enjoy and helped. oh I didn't expect the images to be so big, I'm not…
Hi, I try to unwrap UV map for a mesh like this one. And I want it to be usable with tile texture which the texture should be curved along the walkway. Though, no matter how I try to unwrap it, it will always appear distorted like this. The UV got straighten in UVlayout. And this is the result in UE4. I followed many…