Max doesn't smooth the seams of your UV Layout when SubD-ing. But there is some kinda hack to get working UVs: Add an edit Poly Modifier below the TSmooth and Split all Edges (yes, all), go to Utilities > Channels Info and Copy your Maping Channel. Then delete the edit Poly Modifier and Paste the Mapping Channel. Have a…
Houdini Tutorial Procedural Japanese Castle in Unreal Engine 4 Learn on https://www.wingfox.com/c/8893_2670_24353 1. Knowing procedural modeling offers time-saving benefits. 2. Meshes can be edited without destructing them.Certain portions of operation can be reverted or modified easily which prevent harm to remaining…
I have this problem at work sometimes. But I think we've gone off on a tangent from fenderbender's original question. Assuming he wants to mirror the symmetrical portion of the mesh while maintaining any skinning on the asymmetrical portion of the mesh, I agree with cw to use the skin modifier mirror in this case. This is…
Great feedback, thanks! This is going to be very helpful. Some of the things you have mentioned I have not gotten around to modeling yet, and some other I have planned to do in the normal map. By milling on the receiver you mean the lightening cut on both sides? Should be easy to fix. I'll get to the other things as well.…
when it comes to rock type assets, a lot of time can be "wasted" in zbrush. The thing about rocks, is they have a very even similar texture throughout the object, it's not important to make specific areas of the rock unique, as you can see on the bottom example rocks. I would suggest making a tileable texture that looks…
I'm looking for some help with modifying a HL model. I need someone to point me in the right direction as far as taking apart a .mdl and repainting it, then how to recompile it. I don't really want to get into custom modeling or animations, I just want to modify Barney for instance and repaint him green to make a flight…
I'm working through the tutorial at: http://www.gamasutra.com/features/20061019/kojesta_01.shtml I'm not understanding page 2. It calls for 4 UVW modifiers. It also wants me to "view align". When I render the projection map, it's all stretched out and at an angle. What's with all the modifiers? Why does he say either go…
I was just thinking if there were any other ways to achieve sub-D models with polygon modeling without having to add support edges. Isn't there a modifier out there that enables you to define edge sharpness (adjustable value in modifier) that doesn't make you put in any control edges on the initial mesh? I'm just curious…
Is there a simple way to mirror a skinned mesh and it's bones? I've been doing this: 1. Select bones 2. Animation>Bones Tools>Mirror and set it aside 3. Select mesh and original bones and use mirror tool 4. Go to skin modifier and save envelopes 5. Align bone tool mirrored bones to original bones 6. Delete original bones…
great technique in max. basically imgagine that you have made a base texture from a uv layout , then you realise that it looks crap. rather than repaint the whole thing. try this instead. 1 apply uv unwrap modifier 2 switch to channel 2 on the unwrap modifier. copy the uv's from channel 1 to channel 2 and then start…