I'm really happy with 2015 Extension 1 and 2: 1. Set Driven Keys was put back, which is really helpful for rigging. 2. Send to UE4 and Mudbox were implemented. 3. Modeling toolkit was integrated way better than it was in 2014. 4. Game Exporter.
How I did it, 1. Apply a cylinder unwrap 2. Planar map both the top and the bottom 3. delete all but 1 inset, uv mapped that by itself (the top right piece on my UV) 4. duplicate the piece around the mesh. 5. merge and done
I finished my power breakout box today, it isn't anything fancy but will make running wires to the leds a bit easier, and reduces the amount of connections in the main control box. Printed in PETG, the top cover has all the holes for the inputs and outputs. I Crimped 60 total pins, 1 8pin, 1 4 pin and 16 3 pin panel mount…
I hate how huge AVI's are...bleh [ame] http://www.youtube.com/watch?v=5bsTc9kneIg[/ame] Anyway here we go, a nice little (and i do mean little!) video for you for reference. As you can see I was a bit wrong with how I went about each section as to what I previously told you, but meh. I did discover something important for…
Damnit, our forum software provider has messed a few things up. I've opened some tickets for these, and will let you all know once I get some updates. 1. All the banner images are blank. This looks like a permissions problem on their end. 2. Image embeds in posts are small and incorrect aspect ratio. They used to be…
Since Max's default selection modes for EPoly are on the hotkeys 1, 2, 3, 4, 5... I have the "convert selection" (what you describe here) set to CTRL+1 (convert to vertices), CTRL+2 (convert to edges) and CTRL+4 (convert to faces). Fast!
Hi all, Just posted this on Zbrushcentral and thought I'd post it here as well... Being a production artist at EA, I rarely get the opportunity/time to push one final image to completion. This is my second piece using render layers from Zbrush. My goal this time around was to focus on lighting and mood. Something that…
i found a bug. 1. create 2 boxes 2. link box 2 to box one 3. collapse box 2 to editable poly 4. attach box 1 to box 2. result: nothing appears in outliner. have to restart max to get it to work again.
were it me, I would use 1 bone for the main mass of the creature. 1 for the main eye. a FK bone chain of 3 or 4 bones for each stalk should do it. why are you using 2 spine bones for a beholder. its body doesnt twist or deform.
So, this can get a bit more complex than you probably need at the moment. I will explain some basics and a bit more... advanced I suppose. Most if not all objects in a game will have two UV sets. What are these UV sets?* UV set one = This is your diffuse map/albedo map UVs. Here all the UVs that will display your textures…