yes it was actually easy, Simple planes extrusions matching the surfaces beneath and adding a solidify modifier to it after that throw into zbrush and add folds. Process is actually straight forward. Happy Learning!
Here's the big ass post: From the beginning: When you make a model for a game, it's necessarily lower in detail than the actual object in real life, due to limitations in real-time render speeds. For example, a barrel might have 24 sides in a game. If the game model were lit in a completely accurate manner (flat shading),…
Like huffer said, I think the main difference between the two programs is that Maya uses nodes and Max uses modifiers. But to be honest, I find them to be pretty much the same thing - the biggest difference would be that Max' modifiers actually let you go back and forth in history, while in Maya you're mostly limited to…
QuadChamferProxy is the read-only version of the Quad Chamfer modifier. It allows scenes that contain the Quad Chamfer modifier to be loaded on machines that don't have a licence for the Quad Chamfer modifier. It is primary intended for network rendering and working in a team enviroment. Its has no parameters, it just…
Ikruel: Sure, contact me anytime! I found scripting Blender both pleasureable and useful. In the previous company, we scripted it heavily. It served as the level editor (even generator at some point) for handheld racing games. Python integration is solid. C++ is only for modifications of Blender itself (like viewport,…
You could do this with VertexPaint. Each modifier could be used to paint only that color, and you could use Additive blending mode to combine them. The only thing in the way is you can't force each modifier to only one color. You would juat have to be very careful to only pick and paint with Red in the red modifier. But…
There's same technique in max just bind group autosmooth to hotkey and this macro :) (Max script) macroScript chamferEdges category:"User group" toolTip:"Quad chamfer edges" ( a = $ b = Chamfer() addmodifier a b $.modifiers[#Chamfer].smoothingoption = 2 $.modifiers[#Chamfer].tension = 0 $.modifiers[#Chamfer].amount = 0.2…
Ok,maybe I wasn't clear,I didn't mean all modifiers,ofc you will use symetry,smooth,etc.I'm not familiar with maya but in 3ds Max we have some modifiers called free form modifiers wich alter the shape of the mesh.What I meant is to try to get the desired shape from actually modelling and not rely too much on this kind of…
Yeah...seam will be distorted...however, you can use a little trick to fix it: Add an edit Poly Modifier between the Unwrap and the MSmooth Modifiers, select all edge and break them. Add a unwrap Modifier on top of MSmooth, open Channel Utilities and copy the Mapping Channel. Delete the edit Poly Modifier and copy the Map…
i use modifier sets. why these are not open standard is way beyond me. you have a little button that looks lik a windows window with 4 buttons under the modifier list, click that and configure modifier sets. here you can pull whatever modifiers you use the most dowon onto as many buttons as you'd like.