You could use a Lattice modifier on the planes to get all the edges converted to geometry. That way they'll render easily for alpha in any renderer. Scanline will at least be blazing fast. Just tweak the Lattice modifier to your liking, put a solid color self illuminative Standard material on, hit render, save as TGA to…
The Tessellate modifier will triangulate the model. But it will go off of the basic quads that are already there. Another way is to use the ProOptimizer modifier set to 100%. But again, these will triangulate the model based on the pre-existing quads. I don't believe there is a way to get a new mesh with equal-distance…
- make 3-4 boxes of the same size using zbrush - stack them on top of each other rotating them to avoid visible repetition - group them togheter(optional) using ffd modifier with custom defined lattice move around the brick/stone edges so they are not paralell horizontally - select whole pillar and using 2x2 ffd modifier…
I mean that I split only edges (on the model) that are marked as sharp. And I don't know what do you mean in your second sentence :D Here it is how I'm doing that: - flatten mapping my UV and then stitching pieces - select hard edges on the model and mark them as sharp - apply Edge Split modifier with checked "sharp edges"…
Hey guys, thanks for your replies! The main problem about the symmetry modifier is the rotational position mainly. Zeroing the transform is easy enough, but to zero the rotation i have to go into local rotation and keep zeroing the x y and z until it lines up. Usually I have to zero those each a few times because when you…
1 draw a concept. 2 draw more of it until you have a clear idea of what you want to achieve, before even touching a 3D app. 3 Pick up a 30 trial of 3DSMax. 4 Read up on primitives creation and the edit poly modifier in the help files. You can also google for the Joan of Arc tutorial series. 5 Read up on the following…
In newer versions of max there are. Customize > Preferences > Interaction Mode tab > switch it to Maya. But you run into problems, like what was talked about in this thread. http://www.polycount.com/forum/showthread.php?t=126287 Shift becomes the new select modifier and stops cloning and extruding edges, so you can turn…
Lol looks like it became a weekend thing again. Here are some props. After looking at some other lowpoly models and wireframes, I realized I went a lot higher than what I envisioned for this project, but I'll see this one through to the end just to get the experience in. I tried to get started on the rigging but I can't…
Now I'm a little confused again. I applied all modifiers (meshsmooth/turbosmooth) that generate subdivisions, so I get the final high-poly Mesh which I exported. I guess I've not yet grasped the concept of the sub-d cage modeling, unless it's the same as having an On/Off-Switch for added subdivision (the supporting edge…
Another update today (v1.43) introduces stitching normal at collocated vertex locations (like element borders). Also added a new custom attribute that gets added to Edit Normals modifiers so that most of the Normal Tool functions become available directly in the modify tab. Finally, most functions have now been converted…