Well I dont want to beat a dead horse here but these renders definately show a white-up/dark-down look. That might be cause by that floor and ceiling setup - but all in one it does not look like a proper occlusion map to me. All in one the creases don't get dark in that example, and that would sure look odd in an engine…
Hi, I'm currently in a personal project to practice some game ready enviros and hopefully when finished - import into unity. My question is a simple one: I understand with characters I create base meshes to sculpt detail etc on then bake the information onto it. - Is it any different with environment pieces; say for…
I'm trying to make a simple window frame with a round top. In Maya, I used to use the bridge function between my two highlighted edges in the pic below, and it would connect them and add nice editable curve. How do I do something similar in Max? I've tried Max's bridge tool, but it doesn't seem to work properly(?) When I…
What is best practice when exporting looping animations for use in a realtime 3d game engine? for example: looping walk cycle (frame 0 and frame 100 are identical) 1. set start frame to 0, end frame to 100, export or 2. set start frame to 0, end frame to 99, export Option 1: duplicate frame data but curves placed end on…
Hi guys! Creating a sci-fi level sometimes we use stairs or ramps to connect its different areas; other times, however, it might be interesting to use a moving platform to better connect those areas, for example inside an underground tunnel or along a spaceship hangar or between the buildings of a sci-fi city ..... So I'm…
Hello Any tips for next gen Character Development in regards to animation and motion capture. For example I notice in films these days there is a lot of animated displacement/morph to help push the muscles on rigs. In its simplest use it’s used for foot placement by bulging out the feet to compensate the weight in order to…
I read this thread: http://www.polycount.com/forum/showthread.php?t=97215 and remembered I'd made something similar a while back. I figured out how to make a vector based direction map using Paint shop Pro's picture tubes a few years ago and realized I needed to get around to sharing it. So here you go, free to use. *edit*…
Hi I've been following David Ikeda's development closely on Facebook. Been exciting to see a modeling application done from ground up; there was no UI for a while, for example. He is at a stage where he is considering doing his own subdivision and try to tackle some subdivision-topology issues from the start. I think he…
I haven't had much luck in finding a tutorial (might be using wrong key words) on how to make a decal that is both transparent and opaque with desirable results, so I figured I'd post mine here. Just figured this out yesterday as I was playing around with the material editor. Here's the shader network. Set the Blend Mode…
I'm trying to iron out a workflow using photoshop with 3ds max's viewport canvas and I've hit a little snag. The problem I'm having is getting changes made in either program to propogate in the other. For example, I use photoshop to add leyers and set up masks. When I save the PSD out and move to max, the changes only show…