Some WIP screenshots of the wall textures I've started on. Also a look at the modifier stack I typically use when modelling hard surface objects in 3ds max 2015. First, I model from a plane and make sure to set all smoothing groups appropriately. From there, I like to add a shell modifier, followed by a chamfer modifier…
Hey man, your reference image is cool and I'm looking forward to seeing what you do with it. It might be better to start by modeling this in a T- Pose and then posing it once you are happy with the figure of your character. This will allow you to use symmetry as well as check your character against a number simpler…
I'm personally not a huge fan of just doing 95% of your model in painted metal (wich tbh it doesn't really matter what spec/gloss value you put on that, since any would be correct with all the kinds of paint on there). In my opinion if you want to practice material definition get a wider range of materials with reference…
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Maya is telling you how many positional vertices the mesh has. In Unity (and every other game engine) the mesh must be split up into one vertex for every unique property. So a hard edge in shading, vertex colour, either of the UV channels or mesh tangents - all of these mean the vertex has to be duplicated. If your mesh…
1. Workflow-wise, it's better to assign weights to their intended bone than to subtract. For example, if the Neck is influencing the Head too much. Don't select the Neck and remove weighting. Select the Head and add weighting. This will keep things much more predictable. 2. Is this for a game engine? Couple of things.…
Are you sure about that Cheese? Do you have any examples? Here is a comparison I did just now with Andrew's gun in all 3. I didn't alter any levels this is all straight out of the box exports. Also I'm not sure if they fixed GGX for Unity standard shader either. Someone made a way to be able to use GGX a while back here…
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@taffy284 yeah thought about using fibermesh.. I only were reluctand to try, because I fear it might not match the "style" of the more sculpted hair... well only one way to find out!! (thanks for the motivating push). Regarding your mesh. I'm quite sure the artist in your link used this method (or a quite similar one)…
Actually I can only guess what you mean, but I'll reply anyways In order to see the changed proportions of the unwrap box you need to apply a bitmap with matching proportions. (I couldn't tell If you found that out already from your "ah, " comment or just wanted to correct the terminus ) I created some dummy textures once…