This is looking really good so far, My only suggestion is based on what this is for games or film. Dependent on the system if its for games you can get away with adding more geometry to things that take up more screen space. I can see the points on the floor decal where the geometry's edges connects. While it's fine, you…
I did add some cloth texture, but for some reason within Toolbag it gives off a plastic look. I originally worked on the textures within Substance Painter. Every time I import textures to Toolbag, the textures are always off. Even if I flip the normals by Y, invert the glossiness, and switch the reflection to "GGX,"…
To be honest, you really should start at a lower sub-division. Push the shapes until you can't get any more detail out of them, all while sculpting over the entire mesh this way. Once you can't get any more detail out of the mesh, divide and start sculpting again. It's really hard to jump to 1 mil+ poly's and control the…
I'm a bit confused here; the image you've posted shows that that model is snapped to the grid (if the center is at the default middle of it's bounding box). If it is off a tad bit, you could just enter numerical values for its x/y/z transforms; stick with integers and that will have it back where the grid-lines intersect.…
-- group objects as a variable groupedObjects = group selection name:"tempGroup" --select group select groupedObjects --now work with $ as selection --get the min and max values of the bounding box and apply to variable as Point3 BoundingBoxObjects = [$.max.x - $.min.x,$.max.y - $.min.y,$.max.z - $.min.z] --set new…
Thanks for replies and my map was done in similar workflow. Only difference between that 1-5 work steps is that I baked with overlapped UVs but not have mirrored UVs on next -/+U side of the sheet. So I moved all mirrored UV to the next block, ( I didn't delete half model because that would cause problem to my ztool. Nor I…
Right, sorry, that was a poor explanation. So, at this point im back to not understanding this. Moveing that border edge could result in tangents that are still different. It seams like the article is suggesting that a break in the tangents will reult in the z axis (up axis) of the tangents pointing in a different…
Well, the only bad things with it that I can think of at the moment would be possible z-fighting. And sometimes it means you'll have a bit extra wasted texture-space (though mostly that can be filled in). And then there's shadowcasting, where it might come out pretty odd if you use floating elements. Though generally I…
I've had this problem in the past and it is usually because of the reason Mark mentioned, but it's hard to spot the gap sometimes. Try weld it all up, then split a new vert and make that the first knot, then weld up the old gap. I think sometimes Max just gets confused with the end knot position and then fails to extrude.…
I would go with a floater for the text (Simply small quad planes on both sides). If you put it on an extra texture you could also allow the player/system to change the text without needing a complete new texture for the gun. This would be four additional verts for each text, and as you can mirror/re-use it, only a small…