UPDATE 8 I got pretty "cheap" update. I switched the Fog for Volumetric Fog as the Fog works good only on a flat plane and I want to have more verticality. + I found out the FPS template has interaction with physics, so I had to make something for it!
Thanks, I'll try all of those suggestions in a bit. But what makes the target not valid? I don't think I understand what you mean by vertex order. My model is a full body, so I selected the polys that made the bust, and detached it to a separate element. I made two copies of that bust element. When it wouldn't let me…
It's enough with a month of dabbling in max and maya to learn the basics enough so that you can work with it without having to go deep into any of the modelling tools, this is what is important when working with the tools of a company, you need to know your way around the program well enough, but you don't have to make…
Sure. In researching Roman mosaics, it was obvious I needed a way to distribute tiles along a curve. Substance Designer doesn't have a good solution for bending, though I did try several methods. I looked into flow mapping (smears the tiles), gradient map warping (can't do 90 degree turns, smearing), and using the…
After deciding on my final concept I was then able to begin modelling my character in 3Ds Max. Firstly I used two planes and attached references of the female anatomy from the front and side to help me obtain the basic shapes and appropriate scale for my female character. To begin my base model I started with a cylinder…
I'm sorry for the rough explanation :) I really need to work on my problem describing skills. I thought I posted, that it was meant for realtime use. Looking back at the explanations and understanding the entire problem a tiny bit better, I'm sorry for not providing the much needed information. Basically it will be used in…
I made pretty much the same sort of katana in C4D too - back when I did my Hit-Girl model. Here are my suggestions: In case you can't read my chicken scratch... My suggestions for the first problem are pretty basic 1. Check the normals on you faces. Reversed normals might not draw if you've got backfaces or 2-sided off in…
I think it's really helpful to start thinking in terms of the texture size that you are trying to use. One trick that I use when starting to layout UVs for an object is to first establish if it needs a square (256x256) or rectangle(256x512) texture. To do this I usually just have a look at the objects bounding box. If the…
also about performance, unless you are on a potato you ought to be able to keep 60fps in a scene like this. For reference I have a 1060 card and have scenes with more foliage than this and can stay around 60fps. Not necessary to achieve if you are going for portfolio but just a reference that you can keep in mind. how far…
About joints, usually you'll want them to have at least 3 edge loops so when it bends the middle loop preserves some of the silhouette of the joint. Otherwise you'll have to go out of your way to keep them from squishing with the chance of it looking like crap anyway, even if you happen to create a corrective shape key…