Also consider object scale. You could have very large objects (like vehicles) which use tiling textures (and fwvn where it makes sense to do so) broken up with decals. So you get the benefit of super-efficient texture use while not being limited when it comes to adding unique details wherever you like. However — I've just…
I'm getting the same error. The listener doesn't look helpful, it's just " >> MAXScript Rollout Handler Exception: -- Unable to convert: undefined to type: Integer << " Max 2012 64bit, Windows 7. What's odd is that only some objects trigger the error. I haven't been able to get a teapot to error out, and it only happens…
Off the top of my head, there's Lattice and Wrap deformers, With lattices, you can use the Deformer set editor to add/remove additional objects as you go. Wrap deformers can be a bit messy in general, but you can use them like a custom shaped lattice and can give great results depending on the scenario. I don't think you…
Rick, thanks man :) mostly that's polish work I'm not even close to but I'm noting all those down for when the time comes! Razorb: yeah totally agree. The walls do differ a bit with each area with the intention of creating different looks, but within one visual theme to keep 'ship types' bunched together. One thing which…
Hmm at this point I'm not too sure what the bottleneck is. I'd like to say it's the draw calls or the number of textures, but the truth is I really don't know. Have you made your environment with 1 one object = 1 texture? If so you might want to look at texture atlas techniques which aim to reuse one texture/material on…
Hello, I posted this in the tech talk forum but haven't received a reply so I figured I would move it over here to try again. I am working on the pipe organ and I baked out an AO using xnormal. I am having an issue where I'm losing my smoothing groups from 3ds max when I export it as an obj using guruware obj exporter…
[ QUOTE ] It's got a nice inner city "lived in" look to it. [/ QUOTE ] There is no 'lived-in' look to it - it looks like it was just built. You've got a disparity in your polycount and texture resolution - the polycount is about the same as one of the PSP titles, but the texture sizes are bigger than most PS2 titles. For…
Well tried the boolean method but for the life of me I couldn't get it to work. So then I tried to do a displace map, but the polycount required to get the result I wanted was to much to bare. So I ended up taking a more direct approach and thought I would share my method for others. If someone sees a way I could simplify…
By increasing the material's glow past the limit, the bloom is "activated" by it sooner, making other bright things in the scene less bright by comparison. So those other objects shouldn't glow anymore. Set the object's glow really high, past the limit, then play around with those bloom settings again.
My wife got Mario 3D world for christmas and it's the most fun I've had in a long time. Over the last 5-6 years I've struggled to find games that pull me in like that and have me wanting to complete and collect things. It's been great going back and playing wind waker again too. That's a big turn off for me too. Hopefully…