This is the 1st model I have ever done in 3ds Max and learned alot during the 3 week process. Devouring every tutotrial I could find on the net. This is the high poly version without turbosmooth applied but all parts are ready for it with support edges inplace. Once I get to that point. Real world scaled correctly to 13m…
Hi. I have an old assignment in my backlog where I need to do a low-poly potted plant (how terribly exciting.) I thought I had a good grasp on normal mapping but evidently not as this bloody pot is fucking with my brain. I modeled the HP & LP in modo and tried to bake there. The results where not good, so I thought this…
Finally getting a chance to wrap this up and I'll need a bit of advice. High Poly: There are a few spots that I might need to go back and rework, but it should be enough to start with. Low poly as it stands now. 1) The cylinder revolves, so making that area reasonably smooth adds an extra hundred polys (6 areas to round).…
So I've been working a lot with mesh colliders and there are a couple of questions I can't manage to find much of an answer for, or at least nothing specific enough. In regards to mesh colliders: Do smoothing splits and UVs have anything to do with the efficiency of a custom mesh collider? A simple example would be a crate…
Hello guys,I have encountered a problem during the NDO Detailing process of a tire I'm working on. Coz it's for work I won't be able to show you the real ingame mesh, but here is a fast example to show you the core problem. http://image.noelshack.com/fichiers/2016/36/1473356795-circle-waviness.jpg 2 Things mandatory of the…
Hey there, I've been exporting meshes from Maya to UDK for a while, and I've noticed weird hard edges relatively often. I've chalked it up to some sort of issue with my normal maps or something- but, I just imported a bumpy plane from Maya to UDK using FBX, and making sure to check "Export Smoothing Groups" and "Import…
Hi guys, I have a problem that is driving me crazy. Let's start from the beginning: I am new to modelling, baking and all this stuff, but I am learning fast! So, I have modelled a gun in blender for a project of mine. I have come to the point of baking but everything I try is not working. I used both Substance Painter and…
Alright, Got it. Minor hiccup here or there along the mathematical road but I have a solution. Had to remember how to play with quadratic equations. So for an edge mask what we're essentially looking for is to modulate a hard edged mask with a more natural looking one at a specific point. Namely the point right close to…
The first thing that stands out to me is how blobular the wood appears to be. It has no hard edges. Even if you were intending to have the wood be rounded off, it doesn't feel so much like it's rounded off, as it's just the way the smoothing groups ended up. Did you do a high poly piece for this? Even if you do just a very…
GUYS! This is getting even better! My corrective BS where done all by hand, pushing pressing and smoothing the mesh. Really messy and not professional, plus creating all this previous headache. I just get this idea: I bring back an old default shape of my eye in a flat plate shape (with cornea, iris depth and etc). Placed…