Sounds like a similiar problem i am having only in nitrius mode i see all the vertices even the ones in the back of the object in direct3d i get no problems i used in older versions of max and i had an ati card it seems lile ari cards always have problems in max viewprt so i always suggest people to keep away from ati when…
Thanks for the responses! Here is a screenshot of my current settings: Clarification: I'm actually only testing this on the end of the shelving, so it's not huge in size on its own. Here is the bake with 512 rays exported as a TIFF and multiplied onto a lighter version of the surface, looks nicer in the texture view but…
Hi there, Muddy colours can be avoided if you pick colours diagonally instead of vertical/horizontally from the colour box(in Photoshop). Previously I have done some directions on how to make colour appear to be more natural & non muddy, kindly see the attached: To support this theory, you can do some test by open a photo…
if you ask me, i'd stick with 1500 polys for characters and i think half the texture size, you suggested is still alright.(you can scale those down later ofcoz..) you have to skin all those vertices, so it's probably smart to be careful here... the wii just renders approx. 640*480 (4:3), so if you're characters are not…
Yep, DOG-GY has it. It is kinda ugly, but here is a way to do it. Probably plenty more. Top left is closed spline and attached line separate. Middle left is same closed spline and line with overlapping vertices at intersection (vertex snap helps). Lower left has two segments deleted from closed spline. You will need to…
Great feedback Mop and Arsh. I went in and adjusted my saturation levels and mucked about. Now looking at the old one I can definitely see what you mean by muddy. I also made the bag have a vertical red stripe running down the middle, which I had actually planned to do and had forgotten about. It helps to seperate just…
The resolution controls what you can display horizontally, but you can go nuts vertically. It's possible to design a site so that as you add more information, images, etc. the framework of the site will stretch to accommodate this new information. This is most useful if you're displaying images without resorting to java…
But my segmented model won't deform. All the parts will remain still. The user will choose different meshes for every bone. And every mesh will attach all it's vertices to that bone with a 1.0 weight. Very simple set up. These individual meshes will only rotate with the bones, and never be able to deform, as there will be…
peltmapping is great for organic stuff together with relax it takes shitload of work off me, in my beginnings i used to unwrap a character in half a day or even a day, now i do it in maximum one hour. with the rotating... who cares? in the end you can rotate it a smuch as you want, but normally you see connections between…
how's it going jbstans, I believe the vertex you have floating around there is contributing to your problem. Also try to continue the edge flow you have started at the bottom there cause those tris are killing it, like Vig said they could use some optimizing. Probably wouldn't hurt to throw in a couple supporting edges on…