No real need for a tutorial. A cage is just a mesh. Duplicate your low poly (make sure it's triangulated). Use modifiers like push (in max), move verts around just don't change the topology. Export it as a .obj. When you've imported your lowpoly into xnormal, right click the box again and "browse external cage".
You can modify a mesh with blueprints? Also the performance is quite bad when you get loads of stuff doing that, I tried randomizing the scale/rotation of some meshes before so each level would look semi unique for each play trough and the editor would freeze for a few seconds at the start due to that.
i'm sure this is a obj problem because the sample files works properly i'm export from 3d studio but i have found no infos for correct parameters. i have tested, with and without triangle and other options but no work or it is a option in the edit polygon modifier ? i don't know... and i don't want buy maya :)
Experiment. Think about it logically. The spec map on that example is very noisy. Use a noisy photo overlay and give it a shot. Add color to your spec map to add variety. Try things out! :) You could use the leather diffuse as a base for your spec map, then modify/adjust it to get the result you want.
Hi, I want to implement the skinning on my own software, so I am looking to either modify existing opensource stuff or just write it myself. Here is something I found but the description is so so. https://blog.tensorflow.org/2020/05/pose-animator-open-source-tool-to-bring-svg-characters-to-life.html
Does Max bake animation down to the component level? The separate pieces you are exploding should be under their own transforms instead of the same one, so you can modify each piece individually and still use the same animation. You can export it as one object anyway so it's better to leave it separate in the scene.
Got the idea from this guy: http://polycount.com/discussion/158093/ue4-abandoned-georgian-room-scene#latest He explains it somewhere there, you have to modify the normals of the top vertices where it touches the actual ceiling and have them look downward, then just apply a planar uv to both ceiling plane and the peeled…
I assume you are using the skin modifier? The vertex weighting is independent of the CAT system, and you can use any object in Max to drive mesh deformation. Follow the "To mirror envelope or vertex weight settings:"…
Select the polygons that roughly covers the shape. press detach, check detach as clone. now you got a new object with that shape. Adjust the vertices to your taste and then apply shell modifier. Sorry, I was assuming you have the facial features in the topology of the face but its not the case so you need to move some…
the RGB channels correspond to XYZ in 3d space. 128,128,255 blue will basically inherit the normal direction from the model; while changing R and G values will shift the default normal direction left/right or up/down. There are disadvantages associated with hand painting the normal map for sure, but it's not absolutely…