i just build things to match scale from the start, and setup a good grid system to work with in maya, than if n want to sculpt i goz from maya to zbrush with my prefectly scaled mesh
@slosh thanks. i am glad, that you like @Abrvpt thank you @Chronicle thanks for support @vAp thank you I guess my low poly and bakes is done. Here pictures of grid and UV
Work in Progress Update Decided to scrap the grid pattern on the ground in favor of more mountains. Used some color to help separate the "ranges." Not sure the purple range will be visible in the in-game FOV, but I'll worry about that later.
old topic, but i have the same question, is there a feature in max 2017 that rese,bles Mayas move and sew? like for example if i want to get a grid like shell for a pipe that i flatten mapped before?
Are you using the new grid system (where you can change the fill mode ) or the old image plane plugin (which should have an opacity slider, although on 4r4 I think it is missing some options)
Have you guys noticed how the prop placing aligns to the track rather than a world grid? that's pretty cool. Hopefully you can turn the track snap off to hand place things if you want to.
In the 3d motive example he creates a texture sheet first, runs it through a normal map filter or program like crazy bump, cuts up the grid texture, and creates modular low poly pieces from it.
I was going to mention about the perspective/silhouette but that's already been mentioned. Good start so far! Also, when you're taking pictures to post, you might want to think about taking off the grid ^_^
Thank you very much! It was exactly as you suggested - my high poly was at the center of the grid, but the low poly was not. I am so relieved that my work hasn't gone to waste. You're a great person, Poopipe! :)
There are things about max that annoy me, like snapping to the grid, and the material editor. Slowly discreet is fixing the issues I have with their software, so I'll stick with it until someone pays me to switch. -R -R