In this next stage, we are going to import the model into 3DXchange and create sub-props out of the components. On the left we see the various components we created. In SketchUp, front and back faces are separated, so each component is listed twice. In high-quality SketchUp models you can dispense with the back faces, but…
So during the construction of the Oasis Map I decied it would be awesome to take pictures like every day and make a gif out of them too see how the map builds up. Didnt do it everyday but got enough that I thought it was worth a share to some of the guys at work, enough people liked it that they posted it up on the ND…
Hi guys.. I found lot's tutorial about working flow from High rez model to Low, but can't find the flow from Low to high. can any one give some tips? Here's the thing, I create a gun model in 3dsmax with low rez, I export it to ZB for more detail adding. But I found that it's difficult to keep the shape I want :( , and a…
3ds Max's UI is causing me a little confusion. Isn't NURMS the algorithm that Turbosmooth uses? If so, why are there NURMS Sub-Division toggles and cage settings in sub-object mode? What's the difference? What do you gain by having Turbosmooth as a modifiers rather than a sub-object tool? Is there a difference in…
I'm experiencing a strange problem with my mesh: I started from a sphere and started moving stuff around. I dynameshed it and then started sculpting in details. I subdivided the surface to add more detail and noticed whenever I work on an area I get the problem above. It goes away when I smooth it, but it reappears as soon…
Make sure your geometry is smoothing across the mirrored seam; if there's a seam in the smoothing of the geometry, the normal maps won't be able to fix that. Depending on what you're modeling, I've found it's best to avoid mirroring UV's on objects that cross your mirror point. For example, when modeling cars, I'll mirror…
I got a really rough UV map and projection modifier on it so I could see how it might look. Most of it seems to be baking okay, but there are a few problem spots. I'm getting these seams with Xoliul's viewport shader and in Cryengine 3. It looks like to me what would happen if you were to have two different smoothing…
So I did a quick test: (1) is the low poly for sub-D; (2) is the sub-D result (or the "smooth mesh"); (3) is the my usual low poly; (4) is the my usual high/mid poly; I feel smooth mesh isn't giving me the best possible baked normal. You can see the overlapping area of a Low2SubD vs a High2Low (in both case the "high poly"…
first thing, set your minimum edge face to the number of edges of the polygon you are trying to troubleshoot. in your case 4. that gives you holes instead of ngons. that will give you a better read of the problem in complex problem areas. next tune intersection tolerance, and other settings. if that does not work try light…
Thanks Ace. I did flip it so that everything was correctly aligned in max. That wasn't the problem :( Yes, my entire mesh is composed of only 1 smooth group. I just tried to auto smooth and it made it worse lol Anyways, I'll google Xnormal and see what information there is about it.... I really think it's just because of…