Hi there! I find myself using a lot of spline tricks when working on highpoly models in Max. Mostly, extracting splines from edges to get nice bumpy seam lines where shapes connect, and I also use some spline painting scripts to create details on the surface of primary forms. However I am always a bit stuck when it comes…
I asked this in the Max plugin thread. But this might be more general and/or lost to someone who might otherwise see it if posted as own thread. I have to take some medium high rez meshes. 10000-20000 tris and Convert into low poly models. They were initially created with Nurbs in sections. So its not one complete mesh,…
Hey guys, I have recently created an adventure game engine(Strongly inspired by Renderhjs amazing work) and I would like to turn it into a professional demo for my portfolio. The engine is composed of the following: Maxscript Panel:* Position Scenes entry points * Position characters * Polygonal trigger area(Camera…
Heya! I've been trawling around this forum for a few days now, lots of interesting posts around! I was wondering about the following subject. Say i would want to model something like the image below. What would be the best way to split up my mesh and laying out the coordinates so i get the best relationm between texture…
Hey guys! Currently dabbling in the arts of normal map baking and UV layout. Currently ive made a simple object in my eyes, to do a high to low poly bake. its just a simple bin. At the moment, ive run across some questions. I understand there will be alot of problems, pointing them out will be great as well as emphasising…
Hey polycount! This is a character I created for my FYP at university. Though its one of my best models, I want to rework it from the high poly model and try to create a character model (hopefully) worthy of being my first portfolio piece. So Im looking to the people at polycount for guidance on getting it up to…
Painting directly in Maya is way better solution! In v2016 Mudbox sculpting tools are brought in and that is great start. Now it would be the best to continue importing and other Mudbox tools like sculpting layers and complete texture painting tools. Important to add is to be able to paint in 3D view and UV view which…
So the last bit of my deadline I worked without updating polycount. The project has been semi completed btw :) The only thing that's left to do is to get some LOD's in there since it seems to suffer a lot from frame-drops by an unidentified source. It could be the transparent water shader but it could also be that I draw…
You're WAY oversmoothing those shapes. There's about nine hundred miles of extra tesselation there for what you're after. Look up some of the hard surface / subdiv modeling tutorials and reference here on Polycount and elsewhere on the web; you'll be amazed how little geometry is needed to properly describe hard surfaces…
Hi dude, I think I understand where you're coming from, it's hard to start with texturing and get bombarded with the wealth of steps and sliders. I'll try to boil it down for you. To get quixel working correctly you need the following Hi Res Mesh - (for map baking) Lo Res Mesh - (for map baking) and import On very specific…