just use a rectangular map I'd urge against scaling bits down to a single pixel since the people buying your asset might want to modify the textures or add things like damage/patterns I'd also recommend just keeping everything very simple - anything clever you do can work against the person who buys it when they need to do…
Hey everyone, I'm working on a fantasy-based RTS game called Maestros, and I'd like some critiques on what I've got so far. I was given the task to make a tileable wall mesh thats got a hand-painted look but still has normal map detail. It's supposed to look similar to the zhangjiajie mountains. Heres what I have (still…
I hope this is the right place to post this (I live to lurk). I'm having an issue in 3ds max 2018 where the texture on my model seems out of sync with what the UV editor shows me. It's not lining up with where I've positioned the UV shell on the map. I've had a similar problems in the past, but that was always with…
Hi! I'm a 21yo Belgian student in video gaming (animation and character design). I heard about this contest and wanted to participate in order to improve my skills! I would like to work on Nasus, my favorite champion! (and, if I got the time, an another fictionnal champion, we'll see...) //EDIT// Little update, like this…
hey ho! I have a rig where some bones are located at the exact same spot. Like left-arm-bone and left-arm-support-bone Also these Bones are dummy object. Now if I skin a model onto these bones the envelopes are zero sized. If I now want to use the mirror function the auto linking won't work as the position of the envelopes…
1: Yes. When thinking about projection and skew in baking, ideally you want to think about how you size the lowpoly as well as how and in what direction you scale a cage. which is often as little a possible, ie make the low fit the high poly or suffer. On a cylinder you could just scale the cage in the axis around it and…
DANAOSC No worries pleased to help, and just ask away. That is what these threads and challenges are for, to help each other out. I've been using Polydraw for a while now, it was a plugin before it got intergrated into Max. Yeah it does the same thing as topogun pretty much. I tried topogun out a few times and it was just…
>My overall point is that building something and subdividing it looks much nicer than a lumpy cloth/head model and in terms of speed is much quicker and nicer to look at IMHO. This kinda left me scratching my head. Sub-d is great but for anatomy/cloth zbrush is a very powerful tool. I learned heads/anatomy/cloth in sub-d…
Nuclear Angel: Thanks man, my pleasure! Joshuag: Yea, that was my first concern with this workflow, but actually Modo bakes normals perfectly when using this shader so as long as you bake normals in Modo (obviously if you use something like xnormal that doesn't support the shader it wont work) it will work perfectly for…
I like that one ^^ - it's something i do often in maya but the projection modifier didnt work properly last time i tried in max (probalby 2015 tbh) the question i can't stop myself asking is why you'd do this to a pan other than as an exercise. Straightening circular things out makes sense when you simply can't fit the…