As throttlekitty says it's just extra space and for game models you will only really care about the upper right part. In VFX they use UDIMS which go off the 0-1 space but we don't typically use those. As for your questions on materials, no they're handle on a polygon object basis not specifically a UV basis. Picture a…
So theres really three things: 1. Greyscale bump map 2. Normal map generated from bump map 3. Normal map baked from high poly mesh. 1 and 2 are essentially the same thing at the end of the day. 3d engines/renderers can not render a "bump map" without first converting it into a normal map (if your renderer takes a grayscale…
Well, lot of it is engine and hardware specific, but in general you can think of optimizing your static graphics content in 3 steps First is drawcalls, which is how many packages of data you are sending to GPU. Each new object and/or new material is a new drawcall. There is certain overhead associated to preparing and…
A question... are you using the max2obj exporter to export an .OBJ mesh? Avoid that exporter at any cost! Is SUPER-bugged! Use the gw:OBJ exporter or, better, the xNormal's SBM exporter if possible! Are you making Reset X Form before exporting in Max? Do that ALWAYS before exporting! That's crucial! About the ray…
In response to 11: Changing the hotkey for Undo should also affect the Unwrap UVW editor. If it doesn't, that probably means that you have the same key assigned in the Unwrap UVW hotkey section. I'm assuming you re-mapped undo to Z. By default Z is set to toggle "Zoom" mode in UVW editor, so that will override the main…
I'd love to see an update as well, but I agree that the current version for Max is already great and understand there might not be a lot of demand. You can group islands in the UV editor or do name selection sets on a per face basis for editable poly or mesh objects, but both are fairly fleeting. Another more permanent…
[ame=" https://www.youtube.com/watch?v=Zg7691HRwqQ"]http://www.youtube.com/watch?v=Zg7691HRwqQ[/ame] (May have to watch in youtube to see full overlay notes) Looking for someone who can help replace our shit-tastic collision system here. I'M so desperate that I'm willing to pay for the work. Collision is the only thing…
I've tasked myself with trying to recreate one of Ruxing Gao's brilliant environment concepts, 'Rosy Land and the Golden City' https://www.artstation.com/artwork/A84nW It's my first time recreating something from concept so any tips and critiques I'd greatly appreciate. As of now I've completed the blockout and rough…
Hello, i have simple object, low poly sphere made in Maya (512 poly) and, high poly sphere with some datail from Zbrush .......i using "Transfer Maps" in Maya to bake "tanget nomral map" and, when i apply map on my low poly sphere i get some hard/edge shadow when i render in Vray. I try: - change in Bump Atributes on…
Looks neat! I think the roof needs some more work. Right now it's just 100% rust. Could go with rust decals instead, or vertex painting? The STAIION signs look a bit low res The 66 sign looks low res too. The plants under the roadside STATTION sign look kinda old school. Give the grass a bit of a curve, and have it coming…