I've been trying to learn basic modeling since about Feb of this year in order to build and texture some farm implements in Blender to use in Farming Simulator 2015. The impetus is that most modders rarely texture their work and the results are an eyesore in-game. Actual modeling of high poly things is going well and is…
A client wants one material for all LOD models including "high poly" one, i.e. I can use only one normal map for both LOD0 which is like 60K and LOD4 which is like 7K. From my perspective it doesn't look feasible at all. There are a lot of separate parts in LOD0 like a door handle which I've planed to bake into the door in…
I'm designing my character for a game for Unreal Engine. Games usually have a big FOV (angle of view), such as 90 degrees typically. I set FOV to 90 in UE, Maya. and ZBrush. The perspective in Unreal Engine and Maya is about the same. But much different in ZBrush - it has much less "fish eye" effect. To demonstrate this, I…
Hey everyone! I'm a 3D modeler working on a character that needs morph targets for an extreme facial transformation think something like a "Venom-style" mouth opening, with a lot of jaw and face deformation. The model will be used in Unity in PBR shader (with normal, ao, etc..) My questions are: * Do I need to sculpt and…
Hey guys, I have made a SA80 British rifle and I have ran into many problems. I also think that my workflow is incorrect and I need your help to improve. I will include the 3ds max file and the reference if you want to give it a look. Before I start let take a peek at the model: As you can see, its composed of 12 pieces…
This is Maya? Or 3ds Max? For double-sided models like this, for a game engine, you'll want to manually create the backfaces. You don't want a shader to duplicate the faces automatically, because usually those new faces will inherit either default vertex normals (and thus not work well with your normal map) or else will…
The problem with the translucent material - in UDK you must have a separate material for any model that is using grayscale alpha (i.e. a material that has SOME faces that are not completely opaque nor completely translucent). Otherwise the mesh will look all messed up. In 3ds Max you'll need to set 2 material IDs for the…
I use this pattern: I wouldn't worry about being exact too much, unless you really need it. In either case a script would be the best way to go about doing this. It will be MUCH faster over the long run. EDIT: If you don't have a script another way to do this is find a single face that you can scale precisely (perhaps…
Sorry about the delay. To view your surface normals, go to the Display Menu and under Polygons select Face normals. Your mesh should look like this. Notice how the green hairs extend outwards from the mesh. If you have any inverted normals, the faces may appear black and the hairs will point in the opposite direction.…
Joker, tri's and faces typically aren't interchangeable, if you notice in the count read in maya (i think that's what you're in) it will say "faces - " and "tri's - " faces being the count of quad's + visible tri's and tri's being the count of tri's (triangular 3 pointed faces) the model will be once triangulated for…