Looks interesting! Nice diorama, getting some material definition would be nice. Also..Use Keyboard Shortcuts, 3d max scripts, plugins, configure modifier sets...There's a lot of ways to make 3d Max a faster/ more efficient work environment. This goes for all programs..if you use it on a daily basis learn/configure those…
There is no hard edges or soft edges in Max. You can achieve pretty much the same result with the smoothing groups in the edit poly modifier or your regular editable poly geometry. They work pretty simply: face in the smoothing group 1 are smooth with each other. Same goes with all the groups. When the faces from two group…
I think there's a modifier coming in an upcoming build, but as of right now you can record all game engine physics animations for regular use by setting Game > Record Animation on the top menu bar. All you have to do is play the game and it will record every frame of movement. Make sure you're in Blender Game mode or this…
Let me rephrase. Wouldn't tris like what the DW4 winner did be frowned upon because it messes up the workflow for the rigger/animator his character would normally be handed off to? Rigging quads is so much easier with the Skin Modifier. I would've thought the judges for DW who work in the industry would've not liked that…
started working on the stuff you suggested. Computer crashed while doing it and reduced my 200 mb photoshop file to a single black layer. That was fun. So I lost all the source stuff. Did have the saved out TGA's so I modified them a bit but loss was a big set back. Anyway, accidentally replaced the images with the new…
Hi David! I'm not entirely sure what you're asking here - it seems like you might be asking for a method to change the material properties of the scans in Mixer? This is unfortunately not possible, scanned data is solidified and not something that can be changed into a completely different material as though it had…
I am having this exact same problem with my custom rig. Unfortunately the initial bind pose is no longer available. But this is a custom rig as I mentioned, not a CAT rig, so does that still apply? If it does, is there any other work around that would allow me to include new bones into the rig and skin modifier and still…
you have a couple of options. You can unwrap it like you would a character. This would help with the chamfered edge and allows you to hide your seams where you want. Or you could just add a uvw map modifier with a box map, this is easier, but can make stretching easier to notice. I would personally just uv unwrap it.
I have seen this when I exported model from 3dsmax to zbrush. In 3ds max the UVs looked good. But After importing them in the Zbrush they suddenly "broke". Seams of the UV layout were all wrong. Work around was that before exporting from 3DS I had to apply on the mesh EditMesh modifier. That helped. It is pretty weird…
Basically, Silicon Knights were claiming they'd modified UE3 to the extent that they should no longer have to pay the license fees. The case they were arguing came down to them arguiing that Epic were 'deliberately sabotaging' them by not providing adequate support, and doing this as a means to further their own products.…