in the later versions of max, in the freeform section of the graphite modeling tools there is a tool to draw splines on top of any surface. draw the bevels out, model a beveled strip and path-deform/extrude along the spline. easy floaters!
Ah yes! If you wanna go down the whole floater rabbithole, there's a great thread about it over at technical talk http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 gl hf
Hey, how would I go about modeling in text in a helmet as seen below. It won't have the same words but similar, and it needs to be actually MODELED into the helmet mesh and not a floater. I believe there is a modifier which makes shapes into a sphere shape, would this be of use?
^Thanks for the comment.. and sorry for being a noob but what is a floater? is it using 2 shapes and combine them together later? A lil updates also the left sides of the gun I keep getting smoothing problems and cant fix it by auto smoothing =/
Yeah, definitely go with PhilipK's suggestions! Also, you could add some cool animating overlays on the blue bits in the floor. And holographic floaters here and there to break up the monotone-ness. You know, bring in some color and variation!
If it bakes right, it's fine. In production the ability to iterate fast far outweighs perfect poly placement. A large percentage of environmental assets can be built using a bunch of chamfered boxes with small details being added as floaters or texture information.
BenHenry : allright thanks next group of models I will try make them floaters and see how it goes yeah they called lightmaps dont know why I said shadoooowmaps! :P I'm must going insane.
Heizer Defense DoubleTap: 3 hour quickie. Floaters everywhere, but then I never get around to doing bakes that often. Staying in my comfort zone makes modelling HP guns fun, but everything else, not so much.
Like poopipe says you can hack the blending of the handle by floating it over the bin. If you flare out the open edgeloop at the base of the handle you can trick the baker into baking what it perceives is a continuous surface normal. Like a floater.
Yes, so as I said, it's entirely up to you. Whether baked from high, stamped in texture, or baked from floaters, the results are all practically the same so it's a matter of personal workflow. Use whichever method suits you best.