Hi there, everyone. I made one of my first low-poly characters in Max. Modeling was done with orientation from the low-poly-character-tutorial, that comes with max. But i made a few things on my own. The unwrapping was done completely by myself. The problem is, that i unwrapped the different parts of the character as…
So I have been facing this problem lately: Given a fixed Texel Density, a modular piece doesn't quite fit on the texture. I know a few solutions at this point: 1. Stack some uv islands. (drawback: baking maps from high will be annoying) 2. Use a larger texture, then pack more than one object into it. (drawback: we have…
This is sort of wierd, but I am rendering some UI elements and I need to render out an object in mental ray with a nice shader and lighting setup and then also render out a normal map of that object. The problem is I have to bake the normal map and ao to a texture, and render the Mental Ray Color pass from a scene. Which…
I want to do some intricate piles of rubble and use max's physics to create piles with hundreds or possibly thousands of objects. The catch is that I also want to sculpt all of those objects. What I am envisioning for a workflow would be to sculpt something like 50 separate objects (chunks of concrete, wood boards, bricks,…
How to make waiting in unity js? How to do actions for some other object, for excample I click start buttong, and camera goes left on x for 50. How to hide objects. Give me few excamples of simple js scripts for android touch inputs, like I touch game object and print "object is clicked", and script for sliding page down.…
Hey there, I'm having a small problem and somehow I can find a solution on the Internet. I'm trying to iterate over an array of objects and display face count with a for loop (not for in loop). I tried various syntax's but somehow I am not able to save the face count into a integer variable, what am I doing wrong? string…
@AtomicArmy Something I would advise at this stage is not to go in with all the details. Like I see the house half fininshed, not all foliage is there, etc... Do a pretty detailed blockout of the WHOLE THING that is simple and clean. Not much noise, no vertex painting, etc... You can add all that later. First you need to…
Don't use Array, it creates and deletes objects on the fly without undo records which is incompatible with max Booleans that we're using. If you prefer to use numeric input, you can use Linear Clone modifier (or multiple stacked above each other if you want n-dimensional cloning) or alternatively if you'd for some reason…
I have been thinking about this for a while now... In a "current gen" game(engine). Would it increase or lower the overall performance if one were to use this technique (see image below) to lower the polycount on objects that otherwise would have alot of "unnessesary" triangles on flat areas(cylindrical shaps for example)…
I frequently use XREF for my models to keep my 3DSMax files small and manageable when importing decimated ZBrush meshes. I use proxies to make viewport performance better. But XREF has a major disadvantage, it loads very slow. When I load a 3DSMax file with 20 XREF files (For each object and each proxy a different file) it…