Hey all, Using max 2017, I have a character mesh and I'm trying to make a transition animation from a flying loop into the idle pose. I was hoping that I'd be able to simply drop a single frame of the Idle pose into the timeline 10 frames after the flying loop ends and then it would blend automatically (with some clean up…
Hey, so I have render out sprites for our game and the problem is that I have the shadows separated, and the renderer cant give them out together. Its basically this; only that I have animations that go up to 100 frames. (I have them in transparent PNG in the same image size but other formats are possible.) The green is…
Hi everyone, So I finally got around to update my portfolio and add the final stuff I did on Mass Effect before I left Bioware. The Element Zero mines level that you see below was all done by myself, which includes modeling/textures/lighting/optimization/debug. I'm pretty happy with the final result, especially for the…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
here is my earlier post... http://polycount.com/discussion/200940/im-reworking-on-a-dumpster-rubbish-bin-i-made-in-2016-this-time-with-better-geometry-for-hp-stuf the bin is high poly, I will use it for making a low poly model later in Topogun. any advice as to how improve Boolian blending of meshes and taking care of…
I'm looking to learn new ways to create mesh more easily. I'm still pretty inexperienced with zbrush and still learning new things in max constantly so I'm not 100% sure if this is even possible, but is there a way to have an object take the shape of another? For instance, the boot on the left is the shape I want, but the…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
I think what Jerc said, was we do not support multiple cages: if your fbx contains two models with two different materials each using a specific UV set, since the cage relies on UV you can't merge the two cages. In this particular case you'd have to use two cages and for now you can't specify the two cages in SD/SP. So, if…
Just my initial thoughts- Try different relaxing methods if your software supports it. Try having the middle seam be a straight line on the UVs and see if you like that look, Like do a sphere projection for the top and a cylinder for a bottom and try to line up the seams and merge them.
If you don't mind me asking, prior to offering critique I'm curious if merely a practice piece i.e. pipeline test through to completion and whether you're using background references in terms of scaled OEM dimensions?