I did another pass on my flower baskets and remembered to fix the vertex normals. I also finished the mosaic tile top for the side table for the patio set. I'm currently working on my final lighting pass and other polish - should wrap up this week ( i hope )
To make it more interesting, learn about lighting. Put the model into a context, help it tell a narrative. It's difficult to understand what scale this item is. The ring looks like a boat's life preserver, but the strap it's hanging from looks like necklace sized. The texturing on the ring part is difficult to understand.…
If using TT- Shrinkwrap, just make sure to clone your mesh or save before use as the undo function is bugged once you commit to a wrap and you won't be able to retrieve your meshes state before the shrink.(might not be the case on older versions of Max as this was last updated for 2012)
I've gone and simplified some things. Instead of the whole battery I am now only trying to materialize the wrapping. So the UVs have changed a bit: Question: Apart from a tiny bit of stretching near the edges, and straightened edges. What else could I improve upon?
Yeah that is not an issue and it is very easy to get that working with the Maya environment cube node. The problem with that is as the camera moves the environment moves, think quicktime vr style. I want a static ground plane and just some ghetto wrap around environment texture/skybox that from a distance looks 3d.
So you pay real money for a ship you can lose forever? That sounds horrible. If someone can explain to me how this game is not a rip-off it would be most appreciated cause I can't wrap my head around it and it feels like I am missing something.
As someone starting their introduction to game shaders via ShaderFX it's proving difficult to wrap my head around the possibilities the toolset they offer provides. I'll keep plugging at it but I'd have thought it was a pretty common thing to ask from a game shader - having team specific colorings on a texture sheet.
I'm working on the trident now. Anyone now how to set up the subtools so that when I merge the 3 trident blades into one subtool, I can sculpt with symmetry? This is only my second weapon, in zbrush. Also, what's the best way to approach the red wrapping on the pole?
Quite honestly, Ace-Angel, this is where I am struggling the most. I cant seem to wrap my head around the center x and center y values. I have been entering values all day and have yet to find the sweet spot. It's driving me mad.
The matrix is real man... seriously some good info in there, not much more then what you would get in a basic economics class. We covered most of the first bit in High School, OooOo big mystery unveiled heh. Its wrapped in way too much paranoid BS to be useful.