I don't know if this was mentioned but I believe if you download the Soulburn scripts ther is a "paint spline" tool. It creates really dense meshes, but once you create you're general path you can just select a loop along what you painted and use the "create shape from selection" trick. This method works well if you are…
That's a really good example. One other thing you can do before exporting is to triangulate the mesh so the exporter and the engine don't get a chance to reinterpret the hidden edges. A quick non-destructive way to do this is to add a "turn to poly" modifier on top of your stack, Turn on "Limit Polygon size" and set it to…
Thanks guys :) I was gonna post this when the west coast polycounters were getting settled at home for the evening, but couldn't resist! I overhauled the wood a great deal and am releasing it for free. It's much more efficient, and despite the pattern taking some doing it totally paid off! There's some ideas in my head for…
I haven't had a chance to test in UDK myself but try this: (if using max) throw an edit normal modifier on the grass, select all the normals and drag them upwards then do this (clipped from UDK news). "Custom Normals with FBX * FBX importer now supports custom vertex normals * This is useful for 'combing' vertex normals on…
Thanks all! @Shyralon the trees are hand done with splines and a tapered cylinder in max (later cleaned up for optimization/ tri count). I also added a twist modifier to the cylinder. The spline itself, I gave it a good number of points and used a noise modifier to get the gnarliness of oaks. There's only one "branch" mesh…
Hi, have you tried editing the cage manually? You have several option to do that in the Projection modifier. If the cage is messed up beyond repair just reset it and start over. As a suggestion before starting the projection process you should reset your transformations first with the reset xform modifier. Every mesh is…
Oh wow! Thanks guys, this really helped me out. I looked every where for a solution. I'm sure this will help someone out another day. I also tried another method last night after posting this. Anyone that may want a similar look but more of a spiral twist. Start with a helix, match the radius of the object with both radius…
if i'm not entirely mistaken then this should lead to a surface curvature map in max: you'll need that - http://www.rpmanager.com/plugins/TensionMod.htm apply the modifier to your highpoly as well as a material with a vertex color map in the diffuse channel. in the modifier you disable everything but the stuff under…
Have you used the InsetSG3.0 modifier in the keyhydra/lazercut plugin? It's Max chamfer modifier on serious steroids. It's hands-down the best bevel tools of all the packages. Solves a lot of problems with boolean meshes. This and obviously knowing how exactly your topology is behaving is key to achieving speed/results in…
I don't think it deservers it's own thread so I will ask here. I created material based on tutorial I found on Allegorithmic youtube. The paint layer has mask created by all those special layers (fill generator etc.). As you can see the mask has those regular wear marks on the edges. It's just fill layer with curvature…