Make sure you deselect everything first before running "select overlapping". If you don't, I think it only checks what you have selected for overlapping polygons. Since you're using max you don't have to offset them, 3dsmax has uvW, where other editors are just U(vertical) and V(horizontal), 3dsMax has W(depth). Which…
Malice Paradigm is officially initiating core asset production today for our upcoming T-rated psychological horror game, "Teratophobia." We are starting with an accelerated 14-day development cycle to build a self-contained 7-minute Game Jam Demo. Voice talent casting is already locked via Casting Call Club, and we are now…
This is looking great so far. It'll be important to get the metal joints looking smooth, sub-d would be the best bet for this. Fortunately you have a ton of good reference (reverse-image searching on your ref board pointed to some ebay listings)
Hey there! Would you like to join the Critical Mass team? Building a physics-based multiplayer vehicular combat and shooter game. https://discord.gg/XRGxY3ypd
What you've got now w/ the light and shadow map is pretty much an AO map, or so it looks. Try baking out w/ a 'Complete Map' w/ your current light setup. You should exactly what you see in your scene but on your texture map. Good luck. -Tyler
It's worth knowing that max has a W coordinate for uvs. Some operations such as peel can have an effect in the w axis and cause funny looking results from later operations If weird shit happens, switch to uw view and flatten enything off in W