My general workflow goes as: Make High Poly > Make Low Poly > Unwrap Low Poly> Bake > Paint > Use low poly model as final asset. My final textures fits perfectly to the final low poly model but it is a low poly model and doesn't look very impressive. And my textures do not fit to my high poly model, because unwrapping…
1. I just scripted it. The Maxscript Help lists all the variables you need for Relax, I just put it on a hotkey or quad menu with my favourite settings, easier to access that way. 2. Yeah, it's a bit annoying like that (although I find that it actually zooms in on the single vert so that it fills the screen, which is…
When your in max, in your uvw modifier, set your settings how you like them, then go to Options and save them as default. Any new UVW modifiers you apply will have the custom settings you just saved. (Note it's only new modifiers, does not apply to existing UVW modifiers)
You're right, I've changed the landing gear to just use a single wheel pair per side so it'll match the concept and some real-life references more closely. I'll post an update showing it off later. Sure, here you go, mate: I am heavily using modifiers in Blender to keep the model somewhat easily manageable. So here's what…
Are smoothing groups lost as well when using the skin modifier? The Edit Normals modifier can be used to unify or split normals per-vertex, but smoothing groups split them per-face, so to keep all potential normals I think to you'd need to use both a Smooth modifier and Edit Normals modifier together.
Hi there. I have a relatively Low Poly Model. This Model is already skinned. I want to make the Low Poly Model to a high Poly Model. Is there a possibility to use the MeshSmooth Modifier together with the Skin Modifier? At the moment the MeshSmooth Modifier messes the Skin Modifier up(wrong vertices will be weighted) I…
I wrote once a symmetry script in Modo but thats long ago (205, or so). Its the one thing that pissed me off about modo that unlike max it did not have symmetry modifier system. Also if I am not mistaken back then there was not yet a instance ability - though I could be wrong. There are already some mirror commands…
If you attach an object with modifiers stacked, these will automatically count as the final geometry in the attachment process. So if you've twisted things around with an FFD, this twisted mesh will be attached to your original object, and so forth. Attaching a mesh with a TS modifier will attach a very heavy mesh, since…
Where it all began. This model started as an entry for a fun one week Blender challenge at uni in summer 2022, themed "Pirates". My initial concept-art. The final render for the challenge, with a bevel modifier on it for a quick'n'dirty mid-poly. The low-poly model.
I personally wouldn't buy a game that used AI, most people won't care if it was heavily modified or even didn't end up in the final product and others would, as Zetheros said, if you do this type of move when you still have the benefit of the doubt people will start to see your studio and the people putting their name in…