After some issues with Character Creator, still not sure how it got messed up in the first place, I managed to create a new and hopefully final template model that I will use to create the Siren. I decided that instead of trying to match the final appearance as closely as possible, I would focus on making her more or less…
I recently made the switch to Modo from 3dsmax. I've a couple months in and I'm fairly happy. It helped that one of my co-workers made the transition before me so I had someone I could ask when I was stumped on workflow. The biggest reason I changed was out of frustration with autodesk and 3dsmax. Autodesk hasn't seemed…
When I was blocking it out, I ran it on a server at work and on a public server I play on (open to invite only one night, didn't want it getting around when it was so rough). Based on that feedback I modified the core base structure a bit. My wife also helps me do tests, mostly eng turret placement stuff and other…
Thanks! No, I haven't written any examples page, but I probably should. I will start doing it asap. That is a really good idea. Node search box is somewhere on my TODO list so that will definitely exist in next couple of versions. Image size can be defined only in nodes that create something (texture node, uv nodes...)…
Alternatively, a 'free form' approach : - Subdivided cube (x4 divisions) - Sketch out the various cuts, using the knife tool - Then Inset, which will provide control loops - Merge / delete stray vertices - Achieving this object's unique shape by proportional editing - Apply a sub-division modifier - shade smooth (optional…
Should be perfectly fine by my records. But I don't use Unreal . I suggest to visualize vertex normals and check if they are ok. Also check you don't have doubled vertexes accidentally and your weighted normal modifier is the last operation. If you triangulate for export after weighting normals it may totally mess it . ps.…
Resurrection! I've automated this process by creating this macroScript (i've linked it to my own quadmenu) macroScript TriangulateSelection category:"Mesh Editing" internalcategory: "Mesh Editing"tooltip: "Triangulate Selected Mesh"buttontext: "Triangulate Selection"(macros.run "Modifiers"…
@jdellinger98 if you're going to bake that down to a tiling plane just model with the plane, only making the geo that you need, if you want to present the highpoly for show purposes then Frank is totally right. In Max try to leverage the modifier stack. It is IMO the backbone of 3ds max and can do some awesome stuff with…
I know racer did the 'export cage as mesh' thing in one of his tuts a long time ago, but I've never found the need for that. Working just within the projection modifier has always been fine for me. You have Push right in there, and if that is the only modifier youre using anyway, why make things more compllicated? You can…