Ok, dude, that is really a good work. I am working in a game and could you tell me how to reduce properly the face count (I work with Editable Mesh in 3dsMax) later i will post something....
Make sure your low poly and high poly use the same scale and have the same pivot. Also make sure you actually apply different materials on the different material IDs in 3dsmax before exporting.
Marvellous Designer. The 3dsmax cloth sim is pretty basic and not going to do complex things like wrinkles around the zipper, but Marvellous can handle stuff like that. It just take some setup time and know-how.
Day 13: My first day as a Twitch Affiliate! The hype is real :D Blocked the sheathe and defined the pauldron in a more accurate way. Will retopo the pauldron to take more care of that hardsurface. I usually do it in 3DSMax.
Check this video: [ame=" https://www.youtube.com/watch?v=TmepHy6FT2A"]Skinning and Exporting, 3dsMax to Dota 2. - YouTube[/ame] I had a very similar case and it turned out I accidentaly moved my pivot...
yeah this is very similar to one of the ways 3dsmax does this already, however it is enhanced to use the latest real time hardware tessellation support and corresponds to mental ray surface rendering libraries which makes it faster and better.
.fbx is your number one choice. you can convert .bvh, but as far as a i remember it was quite a mess to get the data right. .bip is 3dsmax native format, so you can't use this right away.
Wow great progress for a year! I remember my first foray into 3D, I made a rubbish wooden table with a tablecloth and a glass on top in 3DsMax. I was so stoked >_< ! Keep up the good work mate.
Or, do like everybody else does - learn 3DSMax or Maya. And if your interest is in modeling, you can soften the learning curve by trying out Silo first, as it will make basic 3D concepts very easy to grasp.