The claw-ish things and the handles on the front are pretty high poly... if you want to downscale your polygon count any further, that's a good place to start. The barrel of the MG and the light (?) could do with less too. All your bolts have a vertex in the middle; that's 6 triangles for the flat surface. If you arrange…
Hi, I've been writing a maxscript tool to render out directional lightmaps using 3ds Max and while I have the process down the final result isn't quite right. The script rotates the surface normals of the mesh before rendering each of the 3 lightmaps and the lightmaps themselves look correct but when combined back together…
I want to place some random grass meshes in my environment and I have applied to it an interactive vertex shader for the wind animation which I found on the UDK forums. The problem is when painting with the foliage brush the animation acts as a whole mesh rather than individual meshes. Tried adding it by deco Layer on the…
Hello everyone, first of special thanks to this awesome community of talented people who helped me progress and in my self learning about game environment art. Ok so this is my third environment in UDK done in one month. Originally it was for Monthly challenge of August but I had 2 weeks of gap due to day job. Used one…
Dear All, I have two questions: first: I would like move more vertexes. I select vertex, press W to move tool. And I have to press Q or esc to make a new selection ang again press W. Is there any way to make a new selection while a tool is still active? I read the docs, and it sad in relation to move tool: "LMB+click and…
Do you have the shading mode set to two sided foliage? This is an issue with how vertex normals works. If you take a plane and put a light on one of its side, the back side will be black. This effect can be reduced by making the vertex normal of the foliage mesh pointing parallel to the tip of the mesh, but this isn't…
A good way to avoid tiling with especially such thing as terrain, is to use vertex paint. You can have a shader with 2-3 different grass textures and maybe some dirt textures, and use vertex paint to decide which textures should bland and where. Sometimes you can get more out of having two 512x512 with different textures,…
The cut and slice tools in Max are used for cutting polygons, if you want to separate an object along an edge, use either "Break" when in vertex mode, or "Split" in edge mode. Weld is used to weld edges or verts together (clicking on the little box next to Weld will open a window to set tolerances) target weld will weld…
The topology isn't too bad. Those wiki pages will help if you want to improve. But the biggest issue I see is just your weighting. You need to adjust the bone weights carefully in those areas to get good deformations. Default weights are never going to be enough. A good workflow is to adjust the Skin envelopes first, get a…
Are you asking about the best way to bake the diffuse map? I've actually run into problems there in the past. Seems the standard way is to import your lowpoly mesh into photoscan and build the textures there, but sometimes if your lowpoly is not similar enough to the hipoly, the newly built textures come out bad and…