Hey, Sephez. Jolly god work so far. Riddlaz advices were spot so I just thought I'd add a bit on top i'm sorry the overapint is so clumsy but I tried to be reaaal fast. 1.Because plants come in all forms and sizes, the benches are your size reference in this scene. And for me it felt a bit lost by those huge yellow leaves.…
Your final triangle count for the low poly car body element, tells me that this object may be targeted toward VR output or perhaps a smart mobile form factor? Anyway assuming if indeed the case, then high-flow baking strategy as much detail down is what I'd recommend. However notable artifacts here are actually related to…
Hi! Are you creating a game asset? What's your reason for modeling all the vents? You can take notes from existing models, how they solve such details (sketchfab, polyhaven). For a game asset, I wouldn't model such details since they go inwards, not contributing much to the silhouette. I would add the detail in texture…
nooo, don't touch the Map Channel dialog. That's for far more complex operations than you're doing here. As i say, you've already done everything you need to do. don't think of UVs as some delicate flower which will fail if you breathe on them from the wrong direction. When you edit UVs, all you're doing is changing the UV…
Chiming in here with a worse method than above because I think it answers your question, that your mesh is salvagable. The reason you're getting a broken result is that when working with bezier or smoothed curves, max doesn't place vertexes trying to keep your model clean or vertex density consistent. All emphasis is on…
Why smoothing groups are so necessary? Anyway the geo is usually coming into a game engine as simply triangles and vertex normals with split hard edges and uv seams . That smoothing group approach is rather Max weird limitation because it doesn't have proper normal /attribute transfer and requires redundant extra edge…
( -- save SO selection into memory global vert_savedSelectionBA global edge_savedSelectionBA global face_savedSelectionBA if (selection.count == 1) then ( case (classOf $.modifiers[1]) of ( undefinedClass: ( global base_obj = $.baseobject case subobjectlevel of ( 1: ( vert_savedSelectionBA = polyOp.getVertSelection…
The paper mentions a 15% render-perf hit (due to additional shader work being done), while it (in theory) saves you all the "unused" UV memory space. I say in theory as some lookup tables are still required, this time per-quad. And those saying it will raise the vertex-counts, that's completely not what's happening. With…
Wow, thanks so very much for the great feedback guys. I really really appriciate it. No bones. Vertex shaders are doing all the heavy lifting. I've got a baked spherical normal texture that tells the vertices in what direction they should point when in ball mode. Moreover, the buldings are just one mesh, and all the…