Hiya I sculpted a few bricks in mudbox and want to stack them up to form walls in maya at which point I will model a low poly plane around them and bake it. Each brick would be between 15k and 60k polys so having around 20-30 bricks in a scene really slows maya down. So I was wondering if there are any ways for me to…
hello, i am in the process of making this into 3d. However im not sure on how to go about the roof tiles with texturing them later on in mind. Im aware of the technique where you move the uvs over to the next coordinates to use the same textures, but i also want some of the tiles to have unique textures such as weathering…
Okay so I'm new to UDK editor and I'm trying to find out how to take my custom model of a house okay, and after importing it into UDK editor..make t so you can walk through the door and go up the stairs without falling through or walking through the mesh. I know about bounding boxes but when i make one it makes a box…
Tool: Deform: Unify should match them up, as long as the bounding box is the same. In the future when you do decide to rescale an object externally, I'd recommend keeping it by units of 10 or some other number you can remember.
I need help smoothing the trigger hole of this colt python. The traditional support loops creates creases, and trying to smooth those creases create different creases. How am I supposed to get the tightness the support loop provides with maintaining the smoothness of the area around it. The mesh in blue wires is the mesh…
I've been toying around with Mudbox for a few weeks and decided to make something for Unity with it. I'm making a nice little detailed model with 3ds max and Mudbox and I've run into a little something that looks pretty ugly. I made the model in parts so that way I could piece it together and fashion each part individually…
I have a pillar that is Decimated out of ZBrush and I am trying to render to texture and not only is my diffuse map picking up this streaked lighting issue but my normal map is as well. Topogun renders out my normal and AO map just fine, but for more complex geometry I feel Max's render to texture with supersampling on…