kanga - yeah, similarly for a bevel 'shader' workflow at material level if baked with hard edges as opposed too firstly projecting for example, your hard surface primary (quad topology) baked data onto the same correctly prepared proxy. An early bevel node baking series at 2048px * 2 texture resolution of a medium poly…
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…