Thank you very much! I'll keep that noted. One more thing, What about modeling with Quads and then Sub-D for Baking? I was told Sub-D isn't recommended if I want to make a high poly version of the asset. Because the Rays wouldn't capture the angles very nicely as supposed with the bevels or bevel modifiers.
Well there is a workaround, simply scale your UVs so they fill the lower half of UDIM 1001 (between 0-1). Then do your texturing, and once you export the textures, open them in Photoshop and crop. If you use UVW xform modifiers and manual canvas size etc in Photoshop, then it's 100% accurate and there is no fiddling…
As Alec wrote it, our modifier uses 3 uvw channels to put the tangent space data there and read that in the shader. So it's perfectly doable. It is also doable to make max render normalmaps into a different tangent space. If your studio is already a 3point customer I'd be fine to share some source code and directions on…
I'd favor slicing as well. Clip brushes don't modify the topology, they just push vertices around and mash them together. You can read about its behavior (including the alt function and the importance of the crosshair on the rectangle/circle brushes) at…
What 2cat said, you can have multiple loft profiles. I use it for cambering on those examples, you can see the 3 loft variations: I recommend you to run a "normalize spline" modifier on your track spline though, it'll break your spline in equal segments and makes it way easier to control.
Ah that's defiantly a silly way to do it. In your stack have (bottom up) editable poly then symmetry modifier. This will allow you to mirror everything you do by simply clicking up the stack to it. Saves a enormous amount of time and you can see where your model is going alot faster. It even welds the seam for you.
the RGB channels correspond to XYZ in 3d space. 128,128,255 blue will basically inherit the normal direction from the model; while changing R and G values will shift the default normal direction left/right or up/down. There are disadvantages associated with hand painting the normal map for sure, but it's not absolutely…
Well I discovered if I put a mirror modifier ontop of the object above the skin, I can reflect it across the y axis and copy it. Looks exactly like I want when playing. The problem is that its actually just "looking" at the original skin and bone setup. So the copy has no bone structure itself.
I haven't applied the subsurf modifiers yet, so could I just turn them off for a bit and use the un-subsurf version? or would the uv's be messed up with the different topolgy between the high poly and lowpoly when baking? Because some things like the latches look a little different then when they are subsurfed.
TEXTURE Too much lighting in the textures, inconsistent texel size (and why are the grass blades still so pixely?), textures look like lazy procedural/automated things. MODEL Tar to many polygons in the horizontal rings, ugly smoothing groups, damage looks suspiciously much like a 'noise' modifier along the central axis.