Hello, everybody! My name is Ivan. I'm not a professional 3d artist and it's the first character model in my life. I'm here to know how to make my character better and I appreciate any good critics about the technicalities of my model. There are no ways to me use expensive instruments such us Zbrush or Maya. In other hand,…
I just got Natural Selection 2 the other day, and have been trying to figure out how to import custom meshs into the editor. meshs load fine, but they're always missing the texture in the editor (do show in the viewer though). Here's my notes going over exactly what I'm doing atm, let me know what part(s) I've got wrong:…
Currently I use 3DSMAX (Model) Photoshop (Texture) and Unity / Unreal (Renderer). Obviously this leaves me with a few limitations in my workflow, however there's so many different programs out there that I can't afford the time (or cost) to learn them all. The kind of work I do is mainly ArchViz so extremely high quality…
Im seeing a lot of mistakes in the model itself, and also lots of problems with the subdivision. Im not sure how accurate you intended the model to be, so ill just assume not very, and focus on the sub-D issues. The first thing that hits my eye is the pinching on the grip (behind the mag release) and at the back of the…
I managed to make all the changes I wanted but I still have a piece of code to correct. Currently if you select a bone in the viewport, the popup Skintools don't follow. You have to select the bone in Skintool's list to change the weight of a vertex. I'm looking since yesterday, but I feel that it's beyond my capacity with…
well before I got your PM I already read this thread and r_feltch_r's comment ;) copypastepixel wrote a initial great script to export a OBJ file with some default modifications using binary hacks http://www.polycount.com/forum/showthread.php?t=71230 I used parts of his technique in TexTools for the…
What's your goal though? Why are you porting a model from Blender to Max? What format are you using to export out of Blender? FBX should be able to save the weights and import them into Max. In Max, use the Skin modifier to weight vertices to bones.…
@mantaskava Is this a wall sink? Some trades have very specific names for curves (so it can vary depending on who you're talking to) but the concave area where the wall and the sink meet is generally called a fillet. The convex areas on each side in the front of the sink are generally called rounded (radiused) corners or…
Here's a script I wrote that'll do what you're asking. It only works in Editable poly mode (never got around to adding Edit_Poly modifier support), but maybe it'll work for you're purposes: --ASSUMED: in editable poly mode, with one or more borders selected. Edit_Poly modifiers not supported.allEdjs =…
This is the problem with autodesk, they never really fully implement tools that they "acquire" from the community when they claim them as new features. First there was editable mesh, then the community replaced it with editable poly and they integrated it poorly by duct taping it onto the side of max, leaving two methods…