Well, ive been trying to compile and import a model from maya so as to send to valve. I have encountered a few problems with the initial step of trying to convert to an SMD. I set up the SMD exporter found in the source sdk exactly as it said to. here is what is happening. Ok heres my model imported into Maya as an OBJ…
Hello everyone! (Long time stalker, first time posting) So I am having some trouble with RoadKill. I have looked through the forum here and can't quite seem to find something that matches my problem. I have Dl'd the latest version of RoadKill and moved the RoadKill.mel script to the correct (or what I believe to be the…
Hi there, I'd say you are thinking about this backwards. You are assuming things about the past based on what you know of game art and 3D software of today, which I suppose is an intuitive thing to do ... but this leads you to imagine things about previous tech and workflows that just don't apply at all. - First off,…
I would recommend modeling it out with actual brick meshes, if you really need the silhouette to be affected. Most of the time you don't, a good normal map does wonders. Plus you can add individual low-res brick meshes here and there to emphasize edges. Here's an older example that combines two tiled textures, plus a bit…
Hi guys. My apologies if this is the wrong subforum, it's the only one I could find that seemed the most relevant. If anyone's familiar with Tom Shannon's TS Tools for importing Max objects/scenes into UE4, I'm basically trying to modify that to make it a little more "one click solutiony." With the TS Tools you have to…
@0:37 As for dedicated GPU, I checked my nvidia settings yesterday, following some guides, but the options I am directed to change do not appear in my settings. So I have literally no idea how to change it so my GPU is being used always. I use Open Hardware Monitor to show what resources my machine is using. When I launch…
I'm super excited about a lot of the upcoming games for 360. As far as everybody ranting about ps3 graphics being so much better that it's going to make it a better system, I did an interesting "quiz" lately. I took screenshots from Gears of War, Metal Gear Solid, Mass Effect and Final Fantasy 13 and placed them all in…
It all sounds perfectly sensible. Have meetings about it where you explain this to everbody, use some sort of internal wiki. When somebody does something wrong, talk to them right away to point their mistake out. Also, remember that scripting things make a lot of these things much easier. Hopefully you have a good tech…
@Synaesthesia : I think I understand what you mean (basically putting the "Plane" and "Render" folders from the Zip next to the "Bake" and "Previewer" folders of a given project) but I don't see any visual difference after loading an existing project again. I think what @oglu and myself are looking for is a simple way to…
100% agree with James I started learning MODO about 14 months ago, but it wasn't until the past couple of months that I switched to 3ds max and wanted top create higher polished assets rather than a HUGE environment, not just yet anyways. I have limited advice, but the ones I follow would be: 1. make an Artstation account…