The crates' low-poly has multiple materials assigned, meaning you will need to bake textures for each one. If you didn't do so, my guess is here lies the problem. Or simply use one material for all parts of the create. Then of course you need to pack UVs of all parts together. Attached you find a fbx of the modified…
Hello guys, thank you for having a look at my post. I have a Pinball game that has been on sale for some time, I intend to launch a new one with lots of new content. Since the tech is done, would any of you be interested in designing and making your own tables? All the coding would be done on my side, I will also make some…
{{TOO MUCH TO READ/PERSONAL BELOW? SKIP TO END}} This has been a long process for me, but recently I have reached the conclusion I can't ever get into the industry the way my life is. I need to have real people around me that I can keep my passion levels at a continous rate to see projects through to the end. Nothing hurts…
The more "typical" workflow for these type of assets would be to wrap the asset to your mesh and transfer/bake the maps (without the need to mess with your geometry). Asset vendor should also have tutorials/documentation to show you how to do it (i.e. tex xyz has videos for their Vface assets).
Hi Alexandra, A few notes, I think for the lighting if you look at the shadow under the nose of the concept and match that, you will hit the lighting. for chaos' face (funny writing that) finding some good reference of a face you like could help you make decisions. https://www.pinterest.com/pin/83598136814095860/ or the…
I'm sure this is just one of Maya's quirks that I haven't learned how to deal with yet, but whenever I try to Smooth a polygon mesh, it selects all the faces of the model, but doesn't smooth anything. At first this only happened when I had the "exponential" smooth setting on, but now the same things going with linear…
One of the improvements of #3dsMax 2019.1 is “Attaching large amounts of meshes is up to 7 times faster”. So.. I tested it http://cganimator.com/3dsmax-2019-1...7-times-faster/ The enhancement was done for Collapse utility. I think 3dsMax dev choose to enhance this because this is the only attach which keeps explicit…
The root of the problem with this sort of things tends to be non-planar faces. While the faces are quads, the geometry has to be triangles to be rendered. If you think of it in terms of triangles, it will help to better visualize the shape of the mesh. Shadows are cast from the triangle geometry, so if you have non-planar…
Generally things look in-place, but it's still not tight enough. You have some problems in the forehead area, the cheekbones and the back of the jaw which should go a bit further back. The shape of the skull could use a bit more tweaking. Basically you were given a great advice. Grab some reference and study from it. I'd…
Looks like Soulburn is using detach function, so it probably breaks normals aswell. I do the same as you : copy the object and delete faces. Dealing with normals is painfuly slow. Works only for editable mesh. I did test on a simple object, so, if it does nothing, it's because it crashed :p fn getElements obj=
( f =…