UPDATE: I stopped working on this back in March, but decided to pick it up again for my portfolio. I rebuilt just about everything, including new textures. --Old stuff-- After getting some great feedback on my portfolio(still looking for input), I decided to try and bust out a scene before Sunday. If I'm not 100% done by…
Hi All, I'm extremely new to modeling and am trying to work my way through some 3ds max tutorials. On only the second one 'Modeling a rook' after I do: Lathe the basic shape: * On the main toolbar, choose the Select tool. In any viewport, select the spline representing the rooks profile. * With the spline selected, go to…
When you place an Edit Poly on top of an Editable Poly mesh and make significant changes, at some point if you ctrl+z to undo an edit, everything gets messed up and all your work is ruined. Even if you go to a previous save, Max will still read the old vertex numbers and not the new, in other words it will still be messed…
Hi guys, recently I try to teach myself about cryengine and found out that modo and cryengine have different up axis that give a slight problem here (even though I know UDK also have different up axis then modo, but the exported geometry fbx seems fine and not lie on d ground like cryengine did). Wasn't able to find an…
Hi mates, i am learning on my own, and since some days ago i got a problem with UVs that i really can not find a solution after searching for long time. When you have a hand-painted texture you can stack 2 symmetrical parts, right ? But when only some parts of the character ( or prop ) are symmetrical the method that i am…
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…
Hi everyone. My name is Archie Garcia. I'd like to start posting my progress here on this personal piece I've been working on to add to my portfolio. It's a game environment in UE5 based off the concept art I have here attached. I'm somewhere in the early-mid stages of this project. I have shots here of both the interior…
Hi! Multiple ways to get a gradient mask across meshes, to then use in the shader to modulate values/colors. For example the gradient could be stored in a UV set, vertex color, generated from the y-pos in the shader, ... The way to go is something you have to decide on.
I mean theoretically, if the vertex order stays the same. You could move bones based on closest point location and update the rig this way? It would probably break eventually if the changes are too big But if you can morph/blend from one sculpted state to another, you can automatically move the bones relative to that blend…