Hey I have a basic blockout level I made with BSP brushes in UDK that I now want to export and then import into Maya. I can export it from UDK fine, with either .obj or .fbx. The problem I am having is with the faces being all over the place - meaning what should be a simple quad has been split not only into 2 tris, but…
I'm working on a project with some friends, which should be the first public title for our team. The game was first planned to be a retro platformer, but the design slowly skewed into a bigger and bigger project. We've come to the conclusion this will be our debut title as a game studio. Naturally with this new big goal,…
Script Homepage: https://github.com/ABTOMAT/ABTOTools3dsMax Youtube: https://www.youtube.com/watch?v=pljZN8-Nex8 Hello! Some time ago I faced a situation when I needed to weld a lot of UV vertices in 3ds max, but there is no corresponding tool out of box. Here are screenshots "before" and "after" to get a clue what I…
So a few days ago i was browsing deviantart in look for a new model to design based on the image concept. My search resulted in me doing this piece of concept. http://www.polycount.com/forum/attachment.php?attachmentid=19505&d=1409873143 The image is flipped because thats how i prefer to model. These are all done within…
Hi! I'm currently working on a scene that has some wooden props in it, and I wanted to approach it with just a tiling texture , and no baking because I thought it would look fine, and it would save me a lot of time. Also, they are just boxes. ;) Some of the results: This is the material I used on all of the wooden assets.…
Isn't there a saying that your portfolio is only as strong as your weakest piece? Some old art still holds up today, like I still nerd out about Slipgate's Dominance War IV winning entry NOX and that was made about 13-14 years ago yet it holds up to work being done today. You don't have to completely "trash" and "nuke" old…
There's no right or wrong way subd modeling something that is mostly hard surface however a few points I think worth keeping in mind picked up over time creating this and other similarly aligned objects. - Try to keep manual editing at a minimum (either moving vertices, edges or faces by hand) - Maintain uniform edge…
youi're missing white so it's 8 by that logic however.. if you use vertex color in most engines (eg. unreal) it's a fixed cost - you don't save anything by using only 2 channels because the data is stored as a vec4. At worst you have 8-bit precision - giving you a potential total of 1024 unique 1 bit masks. I've shipped a…
The UV tools in Max are pretty nice these days, lots of good stuff in there. The default UVs from the primitive introduce some weird seam splitting. That's legacy behavior from before they added Editable Poly. You can fix all those easily though... in the Edit UVWs tool, by selecting all the vertices, and using the Weld…
An example. This method will just making getting the shape much faster and easier. Also no need to retopo or anything at the end. You simply build your optimized game mesh from the start. This isn't the most efficient workflow for next-gen characters, but for simpler things a lot of times this is my go-to workflow. A cube:…