@killnpc that's a cool idea! Rigging/animation is something I bang my head against every now and then, just to get tangeled up in all those contstraints and animation curves. But one day :P A quick update with the recently "completed" Bi-Monthly-Environment-Challenge to document my process. Used tiling surfaces and a…
The hi guy's. First, I apologize for my very bad English. :) I wanted to share my process of learning 3d characters art, and also learn about you. I've been watching this forum for a while now and that is my first post so I know there is some Badass character artist here. As always, crits, comments, and/or questions always…
HA HA!!!! Very good question sir. We actually use an in-house script that we lovingly call the Auto-Normaliser. It actually breaks the vertex normal and manipulate them to our liking. but the tool does more than that. it remembers, forever, the selection of chamfer on a given assets, then, you can add or subtract from that…
Thanks, I'm thinking of making a tutorial about my texturing methodes plus some tips/tricks once I'm done with the whole thing. Just hoping that it turns out well and that I wont get burned out when I spend too much time on this project. As for the grass alpha, ya its pretty much 3 alpha maps stored in one big texture map…
I tried to study Cinema a decade ago and came to similar issue with inability to directly control/edjt polygon shading, vertex normals, baking projection and do reliable export with edited vertex normals after that. But I remember there were a few 3dparty plugins for vertex normal editing that could fix all this…
Oops I assumed the first render was the source model. I don't know if this helps, but this old comment from Chris Subagio might provide a clue why the viewport shader is different than the scanline one: [ QUOTE ] The vertex position, normal, color and UVs arrays in Max don't correspond 1 to 1. Each is stored as a flat…
there are code libraries that will optimize vertex/triangle order internally, and can also generate for long strips. It is too hard for an artist (human being) to predict all the "vertex splits" and still manage to make a optimal mesh, leave that to algorithms, as whargoul suggested. Make it pretty stay within "limits"…
Thanks for the images! Deciding on / adjusting the texel density a bit later has the main disadvantage of you having to redo stuff, so I wouldn't push it back too far. So now is probably a good time since you already have a couple of elements. Obviously, the texture for the chair would be smaller than the texture for the…
1- we can paint vertex color on model and blend them using vertex color. with/without mask texture in blend edges. this way when we want to export model to game engine, it should export vertex color with model. and used textures. 2- we can make an mask texture and blend textures using that mask. where is black will be…
Perfect, could you try if this works for you when you select an object and run it (paste it in the Maxscript editor and press ctrl+E)? ePoly = $.modifiers[#Edit_Poly] -- alias, for convenience setCommandPanelTaskMode #modify -- switch to Modify panel so that we can enter subobject mode subObjectLevel = 2 -- go to edge mode…