here's the specifics of what's happened: I am working between 3DS Max 2015 and Mudbox 2015. I modeled a low res model in Max, threw some crappy 3-second UVW unwrap on it, then took it into Mudbox and did my hi-res sculpting. Then I exported the adjusted level-0 low-res model from mudbox back into Max, and did proper good…
At the request of a Steam friend I have started working on my first v weapon model of a M1911 colt pistol. Big part in thanks to 3DLees great thread (http://www.polycount.com/forum/showthread.php?t=122581) I have come up with a peliminary mesh I am pretty happy with but I would like to clarify a couple of points and maybe…
Assuming the process is .. select faces, detach to element, move faces, select other element in element subobject mode.... I'm not getting it on max 2023 with editable poly or editable mesh objects or with edit-poly/ edit-mesh modifiers its the only version i have installed on this machine - what are you on?
While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…
In Blender it's enough to just check in the merge checkbox in the mirror modifier and shift U or V in modifier "data" drop down. I mean if you are ok with same texture on other half. Pretty quick IMO . if you need to give the mirrored half some select-able attribute just create yourthing_R and yourthing_L vertex groups and…
3dsMax 2020 What's new - Full list Modeling +Enhanced Chamfer modifier * The new Fixed Weight Chamfer keeps a consistent chamfer width. * Weighted chamfer allow chamfer to be controlled on a per-edge basis with crease weights. * New presets allow to save favorite or set default settings. * Added Inset adds edge rings to…
Game and level flow Hello everyone! So something that came up recently in the development of the game that I had kinda neglected was the idea of the game and level flow. By this I mean how the player would move throughout the world mechanics wise. I suppose you could call this the level pacing. The problem was that now…
Update #2- UV Mapping Formula One Car and Texturing in Substance Painter (Work in Progress) Hello viewers, I have not posted in two weeks because I have been taking a week rest so that I am pacing myself and not burning out. I had to sort out roughly six hundred screenshots on my phone, containing a lot of advice on my…
Thanks Gibson! Here's another update. List of changes: - I have textured the building and brought the whole environment into UDK - I have tested different ways of making seams less noticable Screenshots: Description of progress: I've made quite a lot of changes since the last update. Mainly I've been focusing on texturing,…
I just picked up the model pack to take a look at it. The OBJ file you'll be importing into blender won't have a bone structure set up, so you'll need to follow a rigging tutorial to be able to animate the characters. For rigging and animating, I'd recommend this tutorial:…