in max you just export obj as .ase each object. In maya there is a plugin you can install thats in the unreal folder somewhere so it is very compatible with max and maya. Thing is if you have alot of smoothing group udk gives error so I just use 1 smoothing group and its good. I use max though.
I agree with RMeeks said, for some spacifics the Mad Hatter hat and stand there are some edges you can get rid of and have that smooth edge for the lip that holds the hat. Also the vines you can get rid of some edge loops that are the circumference and still have it be a smooth vines. Just go through and try and optimize…
I'm just going to keep posting progress here as i move along with this piece. Tonight, i've just readdressed some of my geo in the but of the gun and began smoothing things. I'm in the process of my first smoothing pass from my blockout and i'm aware of the stepping in certain places. Will have it fixed soon. Not a…
So what exactly is the difference between inflate and the standard brush? I've only briefly fiddled with inflate but there doesn't seem to be any noticable change in effect between the two. ANd while I'm asking potentially dumb questions that I could probably work out if I bothered to do a little reading, is there and…
Good point Wilex... i heard the same rule for characters, and now that I think about it... setting your smooth groups for environments pieces makes more sense.. because its not organic, and if i have those nice hard edges... they should use separate smooth groups for it. Or i could be wrong... I'll try it out. Update will…
As I'm starting out to learn some 3D stuff on my own, I decided to create a gold cart. I started this about 3 weeks ago but did not had much time to work on it. The images below are some quick renders of my golf cart so far. What I'm trying is to really bring out the smoothness that you have on most cars, but as you can…
Hello, I'm trying to make a normal map for a low poly object from a highpoly object. however i am getting big hard edges on my normal map. iv put the side of the object in 1 smoothing group, i just don't know why this is happening. it doesnt seem to happen to other bits of the model there was some problems on one side but…
Looking good man. My 2 cents: I think the bicep is sitting a little low on the arm. I think you need to subtlety breakup the smoothness of the pants on his butt because the rest of the pants have a lot of folds and it's looking a bit inconsistent. His under shirt is also looking a bit smooth (particularly on the outer side…
I am just saying what I learned so far, I worked on a gun and had problems like this and it worked well when I split the parts into 90º with smoothing groups from uvs. Before the gun I used to use a single smoothing group and baked the details from the High and most of the times worked. But thanks for the info I will keep…
How did you smooth the mesh? When i bake ao map in xnormal, it keeps to give nearly empty ao maps... while in 3ds max it gives me strange artifacts, like in the picture (i guess due to a bad smoothing)... Did someone already have this kind of issues? i don't care much the color, since i can desaturate it