sup- thought I should chime in as I gave a critique to some other kid about his work- and he cited yours as reference. I wasnt trying to badmouth your work- your HP skills are extraordinary! One thing that I feel would make this scene start to sing is some large shapes- right now you have lots of super sexy high-frequency…
Long story short, when you create maps in a program like Xnormal, only the lowpoly mesh needs UV coordinates. The highpoly model doesn't need UVs, or matching topology / vertices; it's surface only needs to occupy the same general space as the lowpoly model. The baking tool will start a certain distance out from the…
for terrain vertex-blending would definitely be most suited. texture stuff would eat too much memory, and for a race game its sufficient to have vertex accuracy and just spend a few more tris to get good enough vertex blend zones. about decals, the most efficient way would be packing different "grooves" next to each other…
Looks decent, but a few crits. 1.) randomise the stone facings a little more as they ook repeated. 2.) You need a bitmore weathering, such as vertical streaks from the plaster hahed over the wood, and dark streaks against the plaster itself where the wood has channeled running water onto the wall (Below vertical and…
Ok. from the responses I think our system is so far off base I'm not making myself clear, lol. Resistence baked their lighting solution into a map, this isn't really what I'm talking about as it's dealing with how they handled lights. We're using dynamic lighting solution, meaning very little is going to be baked in, which…
As for your question,which of the above showed methods to use: There isn't that much difference between the two of them, especially time-wise.(I remember dimly though that there is no shift-cloning edges in maya, so it could be different there.) You could have built the very same light mesh that you got with the…
Awesome, it will be nice to have the command panel back I was going to experiment floating it but I'll try that first. The first time I dragged out the vert/horiz toggle, it only worked when graphite was active. I never really settled on one way or the other, so I left it out. After restarting 3dsmax it was available every…
If your needs are not simple and you actually have to re-order "every" vert's order to match another model whose vertex size is the same ( and is essentially the same model. Tho I suppose the following is valid for any "UV matchable area" ) Chances are you have committed to UV layouts already and have turned on the…
Hi to all! Few years ago i spent almost all my free time on.. THIS. The main question is - how to avoid some very small repetitive actions in maya..Yeah. We spend a lot of time using default maya marking menu. When i played a lot with my maya - i decided to make the lesson ( but... when it was done.. i lost all the…
http://www.polyboost.com/ Now works with max 9. Features: PolyShift Interactive transform tool to freeform shape an object by moving vertices around in screenspace with adjustable falloff effect. Makes it very easy to make quick changes to the overall shape of an object. Quadrify Remove triangulation in model…