I decided to take the plunge and get Modo SE. Max to Modo user critique: Decided I'd just go back to square one, nothing fancy, make a weapon and learn the tools from the ground up. I started last night and right now I'm going to watch the sculpting vid. The lod1 and uv are done. I probably could have saved about 4 hours…
not sure if anyone is still following this post, but I have had all the same problems myself, and after a lot of research and tinkering this is what I have found.> using transfer maps and mental ray together requires a lot of steps necessary to get mental ray to communicate properly with maya. I copied all my steps into a…
Thanks!! The rivets drove me a little crazy at times, I didn't really plan on doing them but seemed to keep adding more whenever I felt like an area was getting close to done. Some are placed by hand with Modo's tack tool (select rivet, click on surface you want to snap it to). Most of the dense areas were done with the…
Woo! go away for a short holiday (mmmmm seafood and spa's) and get back to a heap of cool links and info - thanks guys, really appreciate it Eric: again, thanks for the info -- I've had a hell of a time getting my head around the different transforms to re-normalise the tangents, but yah, no such luck fixing that original…
Yea, I'm against tessellation for now. It's great for some things like rocks because its phenomenal at that. Your cons a tad bit off AND correct in that: A. Texture size can be whatever you want, and you don't need to tessellate it down to a 1:1 scale at run time. Most pixels in the 1024 map won't be used. A 1024 map at…
Well, this is not a binary thing. 3D work being painful for the wrists is not because of the mouse itself ; it is because of some of the awful user interaction paradigms used by some 3D programs, namely the reliance on precisely clicking on pixel-wide screen elements and having to hold down left or right click (or even…
you seem to be looking for the right answers on what to do, but there aren't any because it comes down to you. so far as digital versus traditional -- it should really be both with a weighting to whatever you want your job to be. i.e day to day I do digital 3D, but i keep traditional sketchbooks on me all day every day.…
Scene 03 - The Catapult's field In this scene I used the new iClone6 physics engine to create a catapult that actually worked and it was able to throw "virtual" stones to some kind of enemy. So, first I needed to take the model from the Unity pack and break it in the pieces that should be articulate in iClone. I exported…
There is no software where you could do it easy and simple. If you mean re-compositing textures by moving something. Substance painter - easy working with multiple channels at once but you can't move anything precisely say 32 pixels right . But if you do it in twice of target resolution it still could be a choice. I am…
As a blender user i've found exporting a material/colour ID map quite awkward, resorting to bakes and having to enable or disable blender options to get a clean unaltered diffuse colour render. A process that is both fiddly and time consuming. By chance I came across the offical BLender uv layout addon to export the uv…