Hey guys, i want to make a trash bag inside a trash can. But the problem is that i always got some really strange erros when i try it out with the cloth modifier in max. I want to have a result like this: Please help me out and tell me how to achive this result. a step my step advide would be great :) Best Regards
if im just rigging inanimate objects like a foldable tables and chairs, do i need to worry about skinning? im watching digital tutor's beginner's guide to rigging in 3ds max 2011 and the instructor rigged a robotic arm. everything worked just fine without a skin modifier since there was no skin or cloth that needed to…
I am watching a tut from DT about modeling a tank :D But, i came across a problem with Bend modifier, which doesn't allow me to bend it like on the pic. It shows me other results, and yes, i tried different axes. http://postimg.org/image/w2u00s5gd/ My result http://postimg.org/image/y9fwnq9wv/ The result i want to make it
Hi, In substance painter in edit>project configuration I checked an option called "compute tangent space per fragment" I also recommend to triangulate your 3D objects before exporting (and keep the same triangulation for all the 3D engines you want to use this texture) In blender I use the triangulate modifier, very…
The blender explode modifier is pretty good. Not quite sure what Maya has to offer. I understand that performance is important, but if are really that concerned about performance, your problem lies not with polycounts, but with the fact you decided to use Unity for a project with higher ambitions than that of a card game…
highpoly modeling with polgyons is always time consuming act, one of the most important processes in the pipeline, and a labor of love with tons of planning etc. trying to automate it with modifiers/quad chamfer can only go so far before you need to do some manual tweaks and edits to get things looking perfect
hi guys, I was just about to post an image showing what I meant, but I think its now clear. Although I still find really cumbersome as workflow to have to go back to the object history to modify something that should be dealt right on the bevel menu. Thanks for your time guys
This is how I get the selected verts in the Skin modifier: <font class="small">Code:</font><hr /><pre> skinMod = modPanel.getCurrentObject() numVerts = skinOps.getNumberVertices skinMod vertsArr = #{} for i = 1 to numVerts do ( if (skinops.isVertexSelected skinMod i) == 1 then append vertsArr i ) </pre><hr /> Why there's…
Cheers for all the replies guys. I'll make sure to give them a go and post how I get on :) also seen something about a 3ds max modifier that you flatten the mesh and place it over and it makes the scales into the shape of your mesh. Can't remember it's name now though but it's in some of the threads on here
Lerp which takes the inputs of your two nodes or textures and a constant one vector with a value of 0.5 should do the trick. You can modify the constant one vector for how much you want to screen A value of 1 means that A is now 100% transparent/opaque and a value of 0 is B 100% opaque.