Is it possible to hide the materials for certain objects in my scene? example the instances of an object. i would love to have just the main object show only the materials and the instances not assuming they all use the same materials
Hi everyone I have a very anoying problem, I have my custom game, my custom pawn. When I right click within the editor and choose Play from Here, then It works perfectly and I got my character displayed on screen. But when I launch the game with the editor window ( like launching the game really ) my pawn is not visible,…
[ QUOTE ] Example: I was in a house the other day that was fairly old, and made cheap. Think... 1980's middle America, shitty composite wood paneling on the interior. The boards on one wall didn't line up with corresponding corner. They were off by about 2-4" in some spots, more or less in others. I was thinking that's a…
Basically, I'm working with a friend on a tutorial project for the C4 game engine. The tutorial explains how to texture an object using Gimp, notably an object with glass, and glowing parts. So, something scifi-ish would probably fit that theme. The model will be freely distributed to users who use C4, and can be used in…
finally, I am allowed to post something... well, kinda. This is not what I'm working on for the past 4 months! All done in humble Adobe Illustrator. and a few things I worked on that are now signed off but I can't really explain what they are for until the site is live, all traced from 3d in illustrator (because I like…
Hi, is there a way (constraints etc.) to make objects rigid with PathDeform? I know you can use bones, but PathDeform is pretty quick for aligning objects - issue is, that objects meant to be rigid are deformed. thx
Make sure the object is centered at 0,0,0 before you export the object to Mudbox, thats probably the problem! either that or your object isnt symetrical.
Hi everyone, I am reading Polycount since a long while, but it’s my very first thread. :) I am struggling to have the lightmaps working properly in the 3DS Max viewport of a low poly environment I am working on. Every object of the scene has a Diffuse texture (UV set Channel 1) and a Lightmap texture (UV set Channel 2).…
Hi, Forgive me if this is a noob question, but I AM a noob to Max materials, and wasn't able to google this. Also I hope this is the right site to ask at. (It's ultimately for a game, but it's a technique more for concept/pitch art...) I am rendering elements of a scene that I intend to bring into Photoshop. I would then…