I have straightened that entire UV shell. I have split the part where it is close to a 90 degree angle. I have applied smoothing groups to UV shells. I have tried adjusting the low poly to follow the high poly curve but I'm still getting these black spots where the verts happen to be. I have tried adjusting the cage. It…
Hey there I have a weird problem with a model I have been working on. It's weird I got done mucking around with it and out of no where MAX decided to poop on my chest... This is what I got when I rotated the model. This seems like it is fixed when I add a shell modifier, I think what I will have to do is add a shell,…
I made a siege weapon over the weekend and I wanted to make it have a tortoise inspired theme. This is what came of it! Here's the first pass. Things That I plan to go back and do are: Add some spokes to the wheels. Change the color of the shell, it's all a bit too brown between the shell and the wood. Make the head look…
For lightmaps, you need to have the UVs within the 0 to 1 space with no overlapping shells and decent amount of padding. Normally you create a second UV channel for the asset which has lightmap specific UVs. For lightmap UVs you don't have to worry so much about UV distortion, so you can stitch more shells together to try…
You're talking about an application that has several default shortcuts for 'Ctrl-S' - only one of which is 'save file'. The keyboard shortcuts in max, and the interface to reassign them, are one of it's worst features. If you select one border edge and start hitting "grow selection" in the UV editor it will grow the…
xNormal kicks out maps with alpha based on your UV shells, assuming you use TGA or PNG. All you'll need to do is create a selection from your transparency and use that selection to create a duplicate layer with which you can pad your UV shells via the Dilation filter. :) What's your earliest availability? I'd love to sit…
Hello, my name is Jack. Currently, I am the lead 3D Artist and founder of a game development company. I am creating this post because I am interested in trying to find any Artists, Sound Designers and others who are interested in creating a game development asset production team, or asset union. First off, for anyone who…
Just posting some updates for the High-poly Helmet I am working on. Any feedback so far? I am going to next model the rivets that hold the facemask and shell together. I will then go back and smooth out the bumps on the shell although I was considering using defining the bumps to show wear and tear. I have also been…
The most notable thing I picked up is the white seam running around the shoulder and down the whole model. I think it's the texture map? Might want to make sure you paint a little bit outside of the UV shells so there's a few pixels of "bleeding" texture, that should make it so you avoid the seams you can get if you stick…
Why didn't Shell work? Here's another way to do it in Max: select all open borders>create shape from selection cap all borders clone the mesh and scale it smaller that the original(to the difference thickness you want) boolean the clone from the original apply shell mod to all the shapes you created earlier from the open…