Depends. How is the model going to be used? If for an augmented reality customer try-on, then file size is super important since you want the customer to be able to download it quickly. Alpha test is the way to go here, instead of a ton of vertices. But if it’s an up-close interactive 3d product viewer, then you’ll…
This is a CAT rig started from scratch. I started the arm again, and still had the same issue until that is... I changed the dimensions of the CAT helper boxes and it gave me a better result. So I'm assuming the issue relates to the size of the CAT helper boxes. That's not to say it's perfect. The bones now stay within…
Hi all, If this doesn't belong here please let me know. I am making a devil type character in Maya for Unity. He has many pointed features (fingers, tail, spikes, etc) and I don't know if it is best to merge the verticies to center at each point or to just delete the faces and scale the verticies down as much as possible.…
http://www.scriptspot.com/3ds-max/scripts/flow-map-painter Latest update: quick overview of the script: this script is free to use for anyone, both for personal and commercial use, I just ask for credit for my work :) the code is not encrypted as well, so feel free to look around in it and see how I did it; if you want to…
I'm not sure about the maya version of this but the actorX plugin doesn't really export normals. Usually the normals will be rebuilt whenever you import into UDK. This is what happens when I export PSK files in max. In max you can turn off "bake smoothing groups" and that will fix this. If you can do this try exporting…
Hiya. IDK what's up with anything on your screen. Can't help you with the nodes as IDK what they do, I'm not familiar with Dot Product, so I don't quite understand what that formula is meant to say. I have however just made my own angle calculator that uses logic to skip multiple steps of Pythagoras et al to create/find…
Okay, thanks for the advice provided. I've done a bit of experimenting and decided to just straighten the sides and bottom, which is where the distortion happens the most. The rest is unfolded as normal and by unfolding the centre vertices. That's done a much better job at keeping it all clean and the distortion reduced. :)
Hi everyone, I'm currently working on a mesh in Maya and I've encountered what appears to be a pretty serious problem. This is something that has been a persistent problem over the past couple of days. I'm working in Maya LT 2017 and this problem only happens to this model/ in this scene. I've finished modelling and I'm…
Hi. there is another way to model that shapes insinde 3dsmax.In the graphite modeling tools, you can select where you want to "draw" (to the grid or to surface). First you need a reference object ,which you will draw on. Then at the graphite modeling tools tab click poly draw->new object.Once when the new object is…