Hey guys, first ever post here :) Im currently working on my first "real" high-poly model, aka I want a mesh whose detail level could be controled with a subsurf. The idea came after seeing the wonderful realization of Stephanie Nieves "Biomodem" after some concept of Stålenhag…
Hi! We started implementing UVPM 3 for 3ds Max but the problem is it turned out that the Max architecture is very unfriendly to UV plugins. That's because the UV editor in 3ds Max is implemented as a modifier. That's why it is not possible to implement any additional functionalities to the UV editor in a plugin. A feature…
The whole point of working on the grid is to have assets (which r mostly architecture modules) that can nicely snap and fit to each other when building the level in some game engine. It also helps to create simple visual guidelines for various dimentions, some sort of array of standartized sizes of your assets (say, 1m,…
(UPDATE THE CREATED PLANES DO NOT NEED ANY SEGMENTS) scruples, and Rhjs grid planes need to be lined up with the max grid, and need to be efficient to get thefewwest planes possible to fill up an area (yes my example up top is not perfectly efficient) the planes also need to have verts every .5 meters snapped to max grid.…
Thanks for the feedback. For the infinite smoothness I was referring to, an example would be making a sphere, then zooming in really close. If this sphere is a Nurbs object, then no matter how close you zoom in, the sphere will be displayed as a smooth curved surface at render time. If this sphere is a finely triangulated…
hmmm.. I really wish i had marmoset on my laptop so i could test stuff out while discussing it. Ive just always been kind of disappointed with SSR, since sometimes it sort of bugs out, and especially in marmoset its very low quality in the viewport (maybe thats just my settings) and the cavity is too small (less than 1cm…
Vertex alpha is more expensive than splat mapping, because it's alpha blending. Anything with transparency is generally more expensive, especially for mobile hardware. For the transitions between road and terrain, you could use the eat3d method in McGreed's link, except not using the blend texture for details... just…
Ok, here is the final low-poly model of the robot with skeleton. It can't get any better than this. Im at 997 tris. I eliminated unviewable edges and faces, and got a few extra edges in where needed. This is as far as I go with the 1000k model. Now all I need to do is accurately skin it and texture it. Then I will move on…
Hi I'd like some feedback and advice regarding my generated and baked hair. I've followed two courses now - one by Johan Lithvall and another by Andre Pires, which is a very similar workflow to Johan's. However, with the hair I've made, and since, mine always looks like straw. :-\ I've even tried adjusting the shader in…