Remember that most exporters work in relation to the object center, not the world origin and moving around the objects won't do anything, you have to move the object data around.
I am using auto rig pro, it has the best weight paint read for rigging the mesh along with versatility of creating new bones that are converted into deforming rig bones without any bugs, in contrast to rigify. I am currently animating a pony. I would prefer to take the pony step by step and orient the entire objects…
Wow, what a long title... So I'm making an exploded mesh for baking in xNormal, with the method of pulling elements apart in an animation, by either: *Moving whole objects. My hi-poly is separated into objects and uses this method. *Moving elements and giving them a shape key, then animating the value. I did this with my…
This is an architectural project in aerial view. Main objective for the right applicant is to create a menu and blueprint with some specific options to interact with the project in-game. If you have questions about the job, feel free to ask them on this thread. About me: I have over 10 years experience in the 3D Industry,…
Few question that I'm not sure regarding texture optimization, I don't know where to begin so it's best I state a few example that I have in mind. I actually started to ask myself these when I was asked to seperate the leaves and tree bark texture into two map which explained to me the reason why was as the leaves being…
3D Artist Location: Montreal Q.C Role Overview: As a 3d artist, you will play a significant role in creating fun and engaging mobile games, for multiple platforms internationally. You will work as part of a small team to create exciting new games, help to maintain our existing games and develop great game features.…
Hello everyone. I'm extremely new to 3ds max so I plead that you just bear with me. :) My object originally was made up of 19 separate editable meshes and had a multi/sub object material applied like so: http://i.imgur.com/WKgyvUe.png http://i.imgur.com/wjmtLff.png I then attached the meshes all together to create a single…
I'm trying to mirror a group of objects without merging them to the parent geometry. However, even though I have the merge geometry check box unchecked, it still merges the geometry together as one object instead of separate objects. Am I missing something I'm supposed to be doing?
this is starting to bother me... some of my objects in the scene render black AO maps for no reason... while other objects with the same blank white texture and same settings will render the AO just fine... is there something I'm doing wrong to cause this or is it the angle the light is hitting certain objects? @_@
Hi guys, I'm given a task of modeling a slightly higher poly version of some quite primitive polygonal object, besides that, it is said that I have to make a LOD model of it also. It means another object. What those Lods really are and are they meant to be higher or lower poly versions of the main object?? Thanks!