Hey guys, This semester moving on from head modelling we have now moved onto body modelling, so in an attempt to get as much feedback as possible i thought it would be a good idea to post my updates here as well as on my uni forums. So here it goes My initial idea, and characters i'm looking to base it off My Model and…
Hello professionals! As you could probably notice by the shitty normal map, I'm new to all of this. My teachers introduced me to baking normal maps, but I'm not experienced enough to do my problemsolving independantly yet. The mission: make a case for UE4, using 3Ds Max and Photoshop. The deadline is in less than a week.…
Hey again! I've got everything in engine and rendered out now! It's been a really fun project overall and I've really loved this experience. This is the first time in a while that I've been excited to keep working on a project, every day I've wondered what else I could do to improve it or change about it. As part of the…
Hello there, So this is 2 of 4 of my modules for this semester of university. Captain America Low poly character thread - http://www.polycount.com/forum/showthread.php?p=1926683#post1926683 *Links to other threads of the other 2 modules will soon be here* Basically this module is Advanced Modelling Portfolio where Your art…
Hi 3ds max 2012. Im using Neil Blevins script "Material mover" to distribute materials (around 60-190(?)) randomly to hundreds of objects in 3ds max. I have been using it for years but only using the material editor (max 24 materials) to objects. But currently i have encountered quite a big problem, and im not sure who is…
I would just have a double sided wall with a different material assigned. If you ever wanted to have sunlight through the windows from outside, single sided meshes won't cast shadows correctly, and a modern GPU won't even notice the difference in poly count.
Thanks for the forums, I've learned a lot from them the first time I read them. I think we had the same chat the first time I've posted at this website xD. I've ended up creating a vertex group from the back faces, setting their Face Strenght to Strong and adding a Weighted Normals assigning the created vertex group.…
[ QUOTE ] is there a way the user can load 2 seperate meshes into xnormal along with it's maps etc? Or if there is any other tool that can do this, otherwise im screwed [/ QUOTE ] Yep, is possible: You can sepparate your model by "material". Imagine you have the object "myCar" with 3 sub-materials(3dsmax multi-sub-obj…
new update. http://www.digitalfossils.com/Download/VoidWorld-Nov-13-12.rar Note: If the app failed to run, it is likely the msvcr71.dll is missing in your system. Summary of changes: * A bug in material assigning in object mode is fixed. Previously, the material is asssign to all visible objects. Now it is assigned only to…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…