sync, I have done similar work on poly stuff, so I am aware of what information is there, and which to synthesize on your own. While there is no nurbs-like parametrization of the surface, given assumptions (quads/tris) one can create internal splines (I mean the math here). That's what I meant with the sentence "create…
If this is your High polygon mesh, add as many edge loops as you need, but try and keep it manageable and efficient! For the slide, I would start off with one high sided cylinder for the best smoothing along the top then remove the bottom half and add the boxy bottom. Starting with high sides makes it easier to cut out…
Not if the caps are turned off. I've found a solution to this problem(I think??), since I'm still learning Maya and modeling in general I'm pretty sure there are faster and more efficient ways to this, but here's mine: Can't provide infographic 1) Do the bevel claydough provided. 2) Point snap it in the Y to the cap bevel.…
It looks like your trying to get it to tyke by wrapping the UVs in the shader. That's going to cause issues at the wrap because the relative distance between texture samples compared to screen coords is massive. So for the fragment that contains the wrap, it's probably grabbing the smallest mip and using that. To get…
I wouldn't worry too much about your count as long as you're not doing anything terribly silly with your geo (Hard edges by uv seams etc). Making an efficient UV layout is also quite important so spend a decent amount of time on that. At the moment I can see you have capped a cylinder with a vertice in the centre, when you…
YAYYAAAYAYYAYAYAAAY!!! I finally figured it out. The problem was Props. When you create a biped, you can check "arms," and you can check "props." I had checked both, foolishly taking a risk and giving props a try for the first time. Apparently you should never check props, because they render the biped un-skinnable. Maybe…
Im modeling with Maya too because in my starting time as an 3D Artist it feeled more comfortable for me then max. I get a better workflow with Maya but suryl this varies from person to person. I got a question for these guys who are working in the industry: Can i use Maya, when a company uses max? ^^ I mean, i could model…
Because the loops are positioned incorrectly, you're never going to get proper joint placement. If you think of vertex weighting as the vertices as children of the bone, think about how the bone rotates... the vertices you're concerned about for the shoulder come at the socket and down the arm/shoulder on the top of the…
1. The Skin modifier controls what happens with the new vertices, not CAT. To fix this, re-weight the new vertices in Skin. 2. You can "render" the viewport, using the Make Preview tool. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-02B83BCD-6621-4F0F-878B-9781A07C996E.htm Or you can use something like the…
when gpu is used for creating the final vertices, a single mesh may not have more than around 24 bones. Because that amount of data fits into constants most vertex programs can do as minimum. Also as dynamic branching is still rather "new" (sm3+), a mesh that is gpu-weighted will have a common weight count for all…