Great progress everyone! I've finished the blockout and have started to detail some elements, also been working on some substances for the environment so that I can texture most of the larger elements with tileable textures. :)
Thank you for your reply, but it was just me, I was handmaking LODs, which is good for certain elements but total madness for chaotic elements like grass. I've used auto-LODs as @Obscura suggested and voila:
Yeah I agree with BK regarding the collapse... I have small suggestion. Is it possible to have like a see through highlight of elements? This is particularly useful when users accidentally select elements behind the object.
Hello! I'm trying to adjust distance between groups / elements. Is there any possible way though...? For single objects, there's a script called Scale Move Tool by Joel Hewitt I have no idea how to achieve this for groups or elements. I can't use scale because it ruins the meshes' scale obviously. For the stairs, it's one…
1. Best way to do this is to add the modifiers via Maxscript. So in the end you have a toolbar with buttons that add modifiers with specified settings. 2. Nope, not that I know of. 3. The left one is in Group: "Unwrap UVW" and is called "Geom Element" or "Geom Element Select Mode" ( both work) The right one is in Group…
Neat elements and a good start. Legibility gets muddy from the line you've got coming towards "thilnoma" from the ship as it takes command of the information hierarchy to my eye. If its' the name of the ship or the game author, I’d keep it secondary to the title and the actionable elements of the screen: the menu. Visually…
just use snapping ? select each element in vertex mode, choose the move tool, enable snapping and move each element over the top of another . if you grab it by a vert and move it over another vert it'll snap. edit : re-read first post - not sure whether you're aware you can snap elements in that way (it works in the 3d…
Hey, I just finished rigging and skinning my humanoid character in 3ds Max 2014 and it seems there's no way to attach geometry and yet preserve the envelopes? I've tried saving and loading envelopes and so on but I guess attaching geometry, even if it's entirely separate elements and not part of the same mesh, messes up…