Hi guys, long time no post :P As It has come to my attention, you can not have overlapping UVs on Zbrush. This is a bit of a problem, since when making game models, you almost always have to overlap UVs to save some space for more detailed textures. This made me think of which is the best and easiest way to solve this…
Hey PC I have some odd issue when exporting a custom cage from 3ds max and bringing it into xNormals. I've used this method countless times before and never had this issue. I've created a cage mesh using the projection modifier and exported both separately as objs and it claims that the vertex count is off. They have the…
So I know this is a very broad question, but what app. do you all use other than 3ds Max and why. I ask this because I learned on Max and it has a pretty straight forward learning curve, but it also is just plagued with too many problems for me any more. The stupid viewport shading error that someimes never go away even…
First time post for me. I need some help. I'm doing this thatched cottage scene with a few props and I can't shake this lighting issue I've been having on my thatch roof texture. This is what it looks like through 3ds max viewport: This is what it looks like rendered with only default viewport lights, no exposure control,…
Hi everyone, I have a question about a problem I'm having with a simple model I'm working with. i'm no expert at this so forgive me if this is obvious. I have this model of a wine glass which was all in triangles and I want to convert to quads (I want to duplicate some of the geo so I can create a liquid that can deform…
Hey guys been modeling a Evo X rally car. I have not attempted modeling something like this and I usually stick to environments so this is a new process for me. My current plan is to use the turbo smooth modifier to do the heavy work and then delete any unneeded loops/polygons. After that I will cut into the mesh and…
To me Miss Fortune is one the most exiting and versatile characters to work with. Miss Arcade is a great example. The start was made drawing stick figures of her winning or being victorious with arms up in the air, giving me the idea of her Cheerleader skin. So quickly I drew pom-poms at all of the arms ends so not to…
@Pinkfox Hey, thanks for the feedback much appreciated! I added in a bevel modifier for the top of the trunk and it looks nicer with a bevel 👍️ @skyr3d Nice stump! My critique is that the grass blades look a bit different in scale and sharpness. And another pass on the textures would be nice to have them less flat, maybe…
I like that one ^^ - it's something i do often in maya but the projection modifier didnt work properly last time i tried in max (probalby 2015 tbh) the question i can't stop myself asking is why you'd do this to a pan other than as an exercise. Straightening circular things out makes sense when you simply can't fit the…
For subdivisions like turbo smooth it should have extra loops and quads based mesh mostly. For in game model it's all in vertex normals handling. The easiest way is to bring it to Blender and use weighted normals modifier there with "keep sharp" checkbox checked in, It usually fixes all such issues evrywhere at once…