I've been learning a lot and trying to make structures similar to these: https://d2ujflorbtfzji.cloudfront.net/package-screenshot/1ec12fd6-f495-4fb3-81f3-701f3e346a10_scaled.jpg However, i'm not sure if they are using texture maps or vertex colors. Which technique would be ideal for games? I've read that not all engines…
Does anybody know any store with good choice of anime character (preferably low-poly) to buy? It seems to be a rarity: turbosquid can offer only a couple of decent quality anime characters, and there's no male ones: http://www.turbosquid.com/3d-models/human-female-woman-obj/516671…
So I'm modeling a flower to animate in an environment I am going to be creating for my portfolio. Please criticize as much as possible. Also a few questions: ~ Tris in UDK? Does everything have to be a tri? ~ Exporting static meshes and textures from Maya 2011? How do I do it other than using .fbx or .obj? Thanks, Ethan.
Hi After exporting this mesh to *.obj, from 3ds max 2009 and importing to mudbox 2009, I have wireframe looking like this: This sculpt proof, there are tris, but invisible on wireframe. Mesh is damaging after attaching any other tris in 3ds max. This damaged wireframe sometimes incorrect react (makes some patterns) on…
To elaborate, I recently had myself 3d modeled in a natural pose. I have an OBJ file and now wish to add a skeleton in Unity I know mixamo does this automatically if you are in a T or A position so what's the best software or method I can use to bend my arms from natural to A or T? Thanks guys
Hey guys i am learning maya and i was wondering how should i give away my project (a model with UVs Done and textured for a example) to the client if i was a freelancer.Should i give away it as OBJ or any other formats? or should i give away my maya files? or it depends on the situation? thanks :)
obj export lets you decide how much decimals you want. Don't know if it can be useful to reimport and export as fbx. Wouldn't round the fbx per say, but it depends of your goal. Fbx also has a ascii option so it could be done one the text file.
1) Agreed, Opacity is always nice. 2)A goZ style feature would be quite nice. 3)You don't have to use the multi patch feature, just import multiple obj's into your mari scene and you're all set, each with their own individual 0 to 1 space.
mhh... out of my head i know i had once one piece with 350k.. but then again most time the stuff is always around 20k and then gets turbo.... but if max cant handle it which could be.....maybe use zbrush polypaint and fill object and then export as an obj and use this to bake.....
Welp, here's what I got after wrestling with it: Looks okay so far. I'm bewildered as to what the difference is between my OBJs, but whatever. I'm going to play some Metal Gear for a while and internally cry. (Shameless cross-post: http://polycount.com/discussion/comment/2381111)