Oh I understand now. Well for doing that properly, put the hanging parts to a third texture/uvmap, so you can scale the wall's uvs without messing up the alpha's scale compared to the wall. Or, tile with the shader.And then you don't need the third uvmap. You can tile just the diffuse/normal/spec and not the alpha if you…
Thanks guys! * Haikai - I agree with youregarding the UvMaps. That's something I really think it's missing.... But I was about to do this reel for years, and I had to finish it at one point... Anyway, showing textures and Uvmaps will be my next step =) *lampekap - Thanks for the compliments, and I regarding the the…
Hello I recently been making a couple of creatures models for crysis but altough my model looks perfectly smooth in 3dsmax , in Crysis it gets really bad face subdivision , this is espeicallly on the actual seams of the uvmapping , I got mirrored uvmapping for the fishes , but I don't now why it comes out this sort of bad…
On 3dsmax.... Hi do you know how can I do to increase mesh detail only on a specific part of the mesh , more or less like using a turbosmooth or the like but only on a specific part of a mesh? I tried to use that on limited space but usually it creates gaps , and making bevels and chamfers on edges it always messes up my…
Does anyone know if its possible to load a new uvmap into a model? My problem is that I exported a version of my file out to mudbox, but the uvs were screwed up because of changes I'd made before exporting. Mudbox also gives an error when I load the sculpt of my hi-res with the uvmap error into my corrected low-res scene…
Hey guys, I have a question about uv maps. Whenever I make a model, I tend to have a lot of overlap in the uvmap for the diffuse. My question is. Is it common to have 2 uvmaps: one for the diffuse and normal created from that diffuse. And another uv that doesn't have any overlap which I can use for lightmaps (in unreal for…
First of all thankyou for helping me .... I applied an opensubsd , I can upload the low poly but the uvmap will be different , because I used the subded one to catch the shape of the inlets between panels for the AO and uvmap that otherwise looked distorted once I applied the opensubd in render . My objective with DDO…
Ptex uses per polygon uvmap though. I'm not entirely familiar with how further lods are handled with it but I would assume if you don't make noobish mistakes with your uvmap, it should work in a similar way. Like you keep a few pixel padding etc, it should be good, yeah. Ptex though should just work, but not sure about the…
I know that, what I mean is that there is only one single output file , unless I ammissing something , I wanted to be able to output multiple output files. For example I have a model that uses different textures and so uvmaps if I load that model and have only one output it will overwrite and overlap the backed AO ,…
[ QUOTE ] I think mostly people are just lazy, and slow (in the head). Smoothing groups are very easy to understand [/ QUOTE ] Most new users probably look down at all those numbers and think "wtf?". I never understood the advantage of numbered smoothing groups. With other apps you simply assign hard edges. Does max allow…