We have just gone to max 7 and i was wondering if the snap constraints is broken or if i am just missing a new feature of the improved snapping? I can snap using constraints on x and y but when i try in z it does not move (or if it does it is only very little. Any ideas? thanks tpe
Is there a way to maintain aspect ratio of the uvs as you scale? I noticed with constrain to image bounds, while scaling the uvs now move in the y axis when it touches the uv edges in the x direction. Is there a way it can lock to the aspect ratio or scale without scaling upwards?
...I used your meshes exactly, but created the cage in Maya (Edit Mesh>Transform Component, with vertices selected, until it completely encapsulated the high-poly. Then I softened the cages edges.) And it worked like a charm. And here's the resulting normal map. (Y+) http://i.imgur.com/u6kTNga.jpg
You can also watch others play it: [ame=" https://www.youtube.com/watch?v=R8Iag5l9Cfg"]KILL YOURSELF TO WIN? - Shootmephrenia - 7DFPS Game - YouTube[/ame] [ame="https://www.youtube.com/watch?v=5IZPVtIlb-Y"]Indie Impressions - Where Is My Hammer - YouTube[/ame]
Hey Nick, thanks a lot for this! Once I was done I brought the mesh to Toolbag and somehow it would show the normals as completely non-averaged - I had to tick Invert Y in Toolbag to make it work (and switch tangent space to MikkT, but this one was easy to figure out).
I feel better than ever before, feel more confident and know place where I can get all the help I want when needed... Its all Here at Polycount with all the polycounters. Happy Birthday Polycount , You ARE AWESOME (y) cheers
You shouldn't need to invert any channels off of the handplane output. Additionally, set all of the settings you used in the handplane "more options" back to their defaults. Make a tangent space map with these settings, if it looks really wrong then hit the flip y/z option but not the others.
Thanks for the feedback, I have a base for it yet to be done one foot in on a rock thats y it's raised, but yeh will play around with background and pose once all the pieces are done :) might even have to use that pose from that image u showed its pretty cool!
Damn this is progressing fast ... Great stuff btw! I would only suggest that you might want to remove the fur on the hip/ waist protectors, will look a little bit cleaner and will draw the attention to the top of the character - torso/ shoulders, just like in League :) Keep it up (y)
I decided to not paint it in Zbrush and to use the head as the high poly for a game quality model that I will texture in photoshop. Here is the start of the high poly of the body. The head isnt Kratos, and I haven't worked on the hands and feet yet so thats y there cut off atm.