If you want the edges to tile seamlessly, simply free transform the shapes you're working with beyond the Photoshop canvas by about 25 to 100 pixels on each side. Once you're done with normal detailing, you simply load the flattened normal map (e.g. save as Targa) into DDO with/without a mesh to preview it on. Additional…
Yeah, that is how i did it. It might be personal preference and might depend on the situation (e.g. size of the structure), but I would not shift the modules away from the grid but rather make corner pieces. However, in contrast to what you showed with the blue modules, I would just include the very edge to them.…
Model the object in one piece then split off the polies belonging to e.g. the arm. hat wouldn't work in Q3A because the segments have to be capped since they move around but when all parts are on one skeleton you can just split them off at an adgeloop. Just make sure all the parts you're going to attach there have these…
The ends of your sleaves, id like to see. they look like they might be wasiting some polys. The egde flow of your head could use lots of love, look at a high poly head edge flow and simplify it for this head. you ant rings around the eyes, and the mouth that come together then ring to the back of the head. Lastly, give…
ya use the same LP as you used to bake with, some of what is baked in is counter shading. also why would you want to change back to the old LP, it wont really do anything useful expect save you a few tris which wont matter in the end since your material on the prop is going to most likely be the expensive part of the asset…
ok so to start of with a created a basic head shape using the cylinder tool, cutting off the top and bottom faces, and extruding the edges of the cylinder and then altering their scale as i went, this is how i would have worked in max however i found it tricky having to use the extrude tool on edge mode instead of being…
Short answer: For final in game models use mostly quads, except where it makes sense to use tris. Games use tris. Always count tri's not polys. Polys can be made up of any number of tris. You can feed a game a quad but it will break it down into tri strips. you thought you had 4 polys but one of them was a 5 tri poly the…
Well, everything will end up triangulated in a game engine anyway, I always triangulate realtime in-game models as I work anyway for the reasons you say (definining shape/smoothing with optimal number of polys). The only reason you might not want to triangulate a low-poly model completely is if you're giving the model for…
Ok well now we are starting to get somewhere thanks to you fly_soup. Here's where I am at now What I think happened was that I changed my OBJ exporter to the guru export, which is awesome by the way. Guru has a default scale setting of 1 by the max OBJ export has a default of 6 I think. Thus, somewhere along the way the…
Hi Scourge, The cut tool in max is one of the most powerful tools I know of. Unfortunately it has one drwback - it is very picky if used ... in perspective. If you switch to a ortho view or user 'flat' perspective, it should work. Connecting verts to verts can be a clean solution for simple shapes, but it is extremely slow…