Finally! I have something to show! Just a head sadly. Please crit as harsh as needed, I'm looking to become professional in quality as soon as possible. About 1 month trying to learning MAX, making small stuff. 2 Full days of noodling around on the head 1/2 day of which was figuring out how to model and attach ears again.…
RTT will output to whatever UV channel you tell it to use. It's under "Mapping Coordinates > Use Existing Channel". In your above example it is set to 3. Set this TO channel to whatever you set the UnwrapUVW channel to be (normally by default its 1). To set the FROM you go into the material editor click the map, and set it…
Here is some advice on dealing with feedback: When you get feedback, do the following things: 1. Write it down and come back to it later 2. Take some time to try to understand it and how it applies to your work 3. If you're still unsure how the feedback applies, respond to the poster and ask them to clarify 4. Attempt to…
@AXEL Thanks man I appreciate it! The final mesh has a polycount of 2,000 and not 9k I decided to drop it as low as i could go -So here is my High Poly Work Flow- 1. Create mesh make sure proportions are good super Important, on this asset i went back and forth so many times trying to nail the proportions 2. Start going…
Firstly, you need to decide on one of 2 methods: either 1- synced single-smoothing group method or 2- UV split/smoothing group split method 1 - in this workflow(more modern) a single smoothing group is used for the entire mesh, both the baking software and the destination software must both use the same tangent basis(i.e -…
From what I can gather… 1) I think this has something to do with the average playable area maybe. You will see that locations you are usually in are fine, but once you go off the track, the resolution drops. My first thought was that this maybe had something to do with further away textures could take up more UV space…
Ha weird... What I found is when binding bridge command to a shortcut from the edit poly group, you have to put ovveride toogle ON (it s a button next to Snaps toggle in max 2009). But weirdest thing is you have to click on the faces (for example) you want to bridge after you pressed the command.... Now if I am using a…
Where are you getting your BFA from, and in what field? Your work is unfortunately way below the quality bar for any games or film studio. You've got mostly basic primitives, fairly basic and weak materials, no sense of lighting or composition or really much of anything. You need to push yourself with some more complex…
so to come back on a couple of the points made first is regarding having to get the full res LOD for the calculation, unless the silhouette is completely different from LOD - LOD then it wouldn't matter, if the lower LOD starts taking up too much for that res, then step it up to the next LOD. the second, regarding pushing…
I guess it boils down to whether you want to 1. make your normal map artifacts unnoticeable in most cases, or 2. make your normal map artifacts non-existent, sometimes at a price That seems to be what the discussion is about, at this point. Camp 2 says "harden your edges and split your seams or you might have errors". Camp…