oooo actually i have a question regarding this (sort of). something i'm having to do at the moment involves segmentation of a mesh (for dismemberment). am i correct in assuming that the best way to bake the normals for this, would be AFTER segmenting the low poly mesh, and then using the projection modifier in max, make…
Yup, it's only to break the normals along an edge. I'm not trying to beat anyone over the head with it, just curious if my assumptions are totally off. Best way to see what SGs are doing is to add an Edit Normals modifier, since that's all the SGs are really doing, breaking or sharing normals, as far as I can see.
I long for the day when Ptex will become the new standard for everything (and for Zbrush to support Ptex), and we can just confine UVing the the pages of history. Though from what i've seen, the new unfold3d algorithm Maya 2015 is using looks pretty smooth. I've always hated Max's modifier stack based workflow.
You can use the Modify > Resize Option from the Terrain Editor, but this may not add the terrain equally around whatever you have created. Another way could be to export your heightmap, create a blank texture say four times bigger than your heightmap and paste the heightmap in the centre and import that onto a new terrain.
just some additional info. if you are having problem with vertex reordering in zbrish 3.1. In max if you leave it as an editable mesh, add an 'edit poly' modifier, then export, it seems to work. converting to to edit poly directly doesn't always work sometimes you don't need to do this, but the occasional mesh does( max…
You guys don't like using modifiers? I have E, Alt+E and Ctrl+E all doing different things in these games. Likewise for Q, F and ~. Even the movement keys. I usually have S to go backwards, and Alt+S do some movement related stuff. Summon a mount or whatever.
No real need for a tutorial. A cage is just a mesh. Duplicate your low poly (make sure it's triangulated). Use modifiers like push (in max), move verts around just don't change the topology. Export it as a .obj. When you've imported your lowpoly into xnormal, right click the box again and "browse external cage".
Thanks for taking the time to repost this Wyk ! Right now with the deadline rushing in it's always good to make sure that all the relevant information gets passed around - especially the added slots and modified budgets. Sucks to hear about the exporter breaking tho - this is the *one* thing that they should absolutely not…
Thanks for the quick reply, will try both methods. @gsokol: yes i am using a cage, but how do i check if the faces of the cage are not warped? what i do is export the cage so i have an identical copy of my Low poly and just use the push modifier to expand it... dont know if that is relevant...
Hello again everyone, sorry it's been a while. I've updated the scene with the suggested changes of the space shield. Thanks for doing that paintover toxic_h2o, my first ever :D I'll look into modifying the lighting this week. Here's a modular section bonus shot to keep things a bit more interesting. Thanks very much for…