Just another small update. Took Clint's comments into consideration and tightened up the log ends. Also added a bit more irregularity to the angle they are "cut" on the ends. Added a few unique planks in that can be used throughout the scene. Currently, the texture for the logs contains all six unique logs and the texture…
this may have been better over in the technical help section. Firstly if you havnt already done so then you need to enable the "local symmetry" option contained on the left hand side of the standard UI. If this doesnt work try cloneing the object in question and then adding it as subtool to a polysphere. Failing this i…
Hi guys, what does the [Dilation + Transparent] use for actually? What I understand is that it padding the texture to the maximum texture edge and include the alpha channel contain uv shell info (like how it looks like when we press F3). But seems like the current build didn't do anything regardless the setting. Yeah even…
You can try getting rid of the whole ENU folder which is the same folder the 3dsmax.ini is located, it will rebuild it when max launches. X:\Users\XXXXX\AppData\Local\Autodesk\3dsMax\201X - XXbit\enu You might want to just move it some place else since it contains a lot of the customized UI info. It's also the only folder…
Thanks for pointing me in the right direction. Found what I needed. In case anyone else is curious, when you decompile the mdl using mdldecompiler, the qc file it creates contains the information required. Using the old QC file and copying and pasting parts I managed to get the rocket launcher to now fully animated. Thanks…
Rocks! Pretty simple rock set. I didn't want to sculpt in too much detail, as I will be painting variation and imperfections into the texture, so kept it purely angles and cracks. These can be flipped and rotated to create all of the shapes surrounding the spring. Next job is to sculpt the ground plane. This will be one…
I would get rid of the Post "Apocaliptic" Assets page. It's spelled "Apocalyptic" anyway. Having simple crates, barrels, etc. isn't that impressive on its own. Plus you have it as WIP. A portfolio should only contain your finished work. Save the WIP stuff for an art blog. For your other work, it would be nice to see wires…
Substance mesh render node Lets you use Highpoly mesh data in your substance graph. Package contains: - substance designer node for color and grayscale versions - set of meshes for baking various atlas compositions - houdini asset to make atlases (tested only inside Houdini, running under Houdini Engine in other…
Hi! There is a lot of information on out website, including getting started with the NDO and DDO, so I would suggest starting there: http://quixel.se/usermanual/quixelsuite/doku.php?id=ddointro http://www.polycount.com/forum/showthread.php?t=151249 this thread also contains a lot of good tips and tricks! These two sources…
From the top of my head, Xnormal lets you: Use completely different meshes for the lowpoly and highpoly (good for when the highpoly contains multiple meshes, floating geometry, etc) Specify the tangent basis of the normal map Have control over a mesh's vertex normals Bake more map types Preview maps as they bake,…