I have a small question... I have these strange shadow things that show up when i smooth preview... I had flattened some faces to make the muzzle brake there but could that be why they are weird? I flattened them, extruded and then deleted faces and merged verts to make that brake.
Thank each of you for replying. Sorry for the long wait, I was struggling very much with the foliage. It's my first attempt. I also changed the roof opening. I didn't want it to appear that it was once closed and caved in. After staring at it for so long I feel like that's how it was coming across. I wanted more of a…
I've looked online and found a bunch of people with this same issue in 3d max, but do not have a resolution yet. The dope sheet is randomly creating these "NoteCount" and "day1refCA" tracks. I have no idea how they're being created. I've reset and merged into a clean new scene, but randomly the issue begins again. Any tips…
How do you create a blade like this? curves or box modeling? What about the edges? I am thinking about creating a box and just merge the edges and work on the details.. but I once made a knife using CV curves and it did work.. so.. what is the best option?…
I have a problem where i had dublicate edges by mistake on the problematic polygons shown below, then i used merge vertices by 0.1 on the whole mesh to fix this, but now these faces don't work on symmetry. Is there a way to fix this? Btw I don't want to use mirror, because that will distroy my uvs which i don't want them…
I've seen several different techniques for blending / overlaying normal map details in Photoshop and was wondering what technique most people are using. Some of the techniques I know of: 1) Set the top layer to "hard light" 2) Set the top layer to "overlay" and set the blue channel level info to "128" 3) Blend each of the…
When you export to FBX from Max it creates a file with different animation tracks (Take001 is the first track by default). Does anyone know how to export so that you can have different animations exported into different "takes". I would be more than happy to use some other tool to merge animation tracks from different…
Well. If you are plannign to apply as much materials/texture sets as subobjects you have, then yes its fine. This is regardless of the target renderer, it works like this in all of them. If you want to reduce the number of materials needed, then merge the parts, and pack the uvs so they dont overlap. This is a significant…
the same exists for lowpoly models its just named as a "Set" or modular pieces you put together, and likely merge or batch somehow, either in-game with tools or in 3D app Realtime AO effects can be a solution, you can also try baking lighting and using UV2 instead of UV1