Hi, thank you for these advices. I work on it. @ igi : Yes, I see that date palm tree are more right and palms are more rigid than tropical palm trees. I keep it up. :) @ ivanzu : No I don't work in Blender but in 3dsmax. Good evening. Palm tree like that :
Thanks, Yeah, that is pretty much how most games do it. The use of 3dsmax and vray is kind of funky though. I was thinking of something akin to this: http://vimeo.com/6357535 But clouds are only a part of it really. I guess the bigger issue is things like atmospheric scattering and crepuscular rays and the like.
So far for those that upgraded to maya2014, how did autodesk rolled up the "send to 3dsmax" option ? What is it like since you use maya2014, can you send a file back to max2013 ? im just asking out of pure curiosity. The new modeling tools are they worth the upgrade ?
me2 really like softimage personally, m button means Magic,:3 but 3ds max has some advantage too, material ID, and smoothing group management is huge advantage in 3dsmax. to learn new software I keep hotkey and button customization to minimum or none ( default setting).
You only need uvs on the lowpoly not the highpoly. Unless you are planning on texturing the highpoly. personally I only usually need to put uvs on the lowpoly that I create using any retopo tools eg 3dcoat, 3dsmax, maya, topogun etc all have ways to retopologise geometry.
it might be worth checking out andrew price's tutorials on youtube if you use blender. he has this method of using yellow light sources and white to give that nice glow in the last picture. he uses blender cycles for those types of renders. im not sure about 3dsmax and maya
Hey @RaptorCWS - I've actually since deleted the cages I've been trying to use. What I did though was apply a push modifier in 3dsMax as recommended in this link - http://docs.cryengine.com/display/SDKDOC2/Common+XNormal+Baking+Errors+and+How+to+Solve+Them Here's the low poly wireframe:
If you bake it in 3dsmax you can define Materialid's for the lowpoly and highpoly and check in the bakingsettings to hit only the matching ID's. This way only for example faces with material ID 3 in the LP will get only hp information from the highpoly with matid3 in range. I wish this option was possible in xnormal
Hey there! here's one fan art i did few weeks ago. Based on the Ubisoft game Mighty Quest. I choose to play with the Halloween theme :smile: 3dsmax and photoshop. The goal was to stay true to the game visuals i saw on twitter. Here's one quick breakdown (GIF):
turned out really great :) I am also planning to render my character in unreal. Any tips or possible pitfalls I can expect when moving my mesh from say 3dsmax to unreal (things like how to keep scale, unbroken uvs etc) Thanks!