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…
I was thrown for a loop this morning when I opened my latest 3D project to find Maya 2013 x64 displaying vertex and face component ID's for all polygons. Thinking that I must have activated a secret shortcut command in the previous late night modeling session, I turned component ID's off (Display > Polygons > Component ID…
Nintendo Revolution unveiled, apparently hot off the presses: http://www.1up.com/do/newsStory?cId=3140623 Apparently Nintendo is taking a bit of a different route. It's good to see that they're going to focus more on online play and all of that other stuff that seemed to hurt the Gamecube a bit, but they aren't putting…
Hi, I'm new at Blender, and the transition from 3ds Max it's being...challenging. I configured it and installed a couple of plugins that mimic the 3ds max functionality (BlenderMax and Maxivz Interactive Tools) but I'm facing a super annoying behavior. (I've asked on the Blender subreddit, but no one answered me a few days…
Hi All Having recently purchased a book by two of the guys from Panzar Studios (3DS Max 6 Animation With Character Studio 4 And Plug-ins), I came across htis snippet from the start of chapter 5 : In the latest version of character studio, Physique has more features than Skin, but they are more effective only on models with…
Someone that's seen the source code of Unity should be able to tell (off the record of course, because of NDAs). You could also try asking the author of that Mega-Fiers plugin if they know better about the Unity internals. Based on this ( https://answers.unity.com/questions/1578678/performance-impact-of-blend-shapes.html…
@poopipe That is a great idea ! I did what you said and... the results were kind of interesting. I appears that I was wrong in my way to debug vertex colors. The precision is lost at import in Blender and UE4. Also from Blender to 3dsMax. But it appears 3dsMax to 3dsMax is the only way to keep the vertex color at full…
If this animated border can change in size (it might be animated, or it might appear on different occasions framing different pieces of text), then I would consider using procedural geometry -- a mesh that's created in programming. If you think of each round corner as a quarter-circle, all corners have the same geometry…
I remember someone on here made a DDS file that had different rainbow colors for every mip map level and it helped a lot in deciding what your general texture resolution should be by considering the average view-distance your model would be viewed from. Like Rurouni said though, a lot of the time LODs are used to cut…
You cant use normal measurements. Its all about feeling. I have created a character 183 Units high, in the console i use a command to set another camera heigth (x2.4). (Important is that camera level is not always eye level) FoV 85-90 degrees for Pc is good. [ame=" https://www.youtube.com/watch?v=blZUao2jTGA"]EPISODE 29…