http://polycount.com/discussion/115351/smoothing-out-edge-borders-in-zbrush Does this help? There are other smooth brush modifiers you can play with aside from the Min Connected one.
that would double the drawcalls though ( same issue in unity ! ) the real solution would be to modifie your font "texture" which in unity is not really possible D: dont know about udk
Thank you Obscura and Earthquake! I modified the template glass which used addition, should have looked at your tutorials right from the start. Will share the result here later.
Might as well add mine back in: Note: This one can be used with either the variation selector mode Brush Modifier turned on or off, depending on if you want randomization. --DOWNLOAD-- --DOWNLOAD--
In case you need to use Max later... I would pass a sub-object selection up to the Displace modifier. I'd also use soft selection if it needed a transition area.
Yes, there is Maxscript access. You can use the MacroRecorder to find how to edit all the parameters and to push the Unwrap button you just need to write $.modifiers[#Unwrap_UVW].UnwrapProData.rlt_params.runUnwrap false
Looks fantastic. But the glass is just a plane. What you should do is apply a shell modifier and apply the needed support edges. Then subdivide. Also, use reflection cube maps or something.
In Max you can put an Edit Normals modifier on both objects, then select all of the normals you want to match and click unify, or average. Something like that, pretty easy actually.
Made with DT Tutorial: Trying to understand some of 3dmax modifiers and learn quixel ddo: Made with DT Tutorial (2200 poly, 3956 tri.): Some renders (v-ray practise):
You can also import the high polys, add a an optimizer to get them down to 1000 tris and still have the general shape, then disable the modifier in viewport, enable at render times.