In the Unwrap editor, choose Polygon subobject, then in the Select menu choose “Select Overlapped Polygons”. More info: https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=GUID-2AEF6A44-859D-434E-8E08-00D2A480A0CD
@Eric Chadwick Hi, thanks for your response, and I understand your concern. If I were to post the document here, I feel it would be a bit too long. However, I do have it under my portfolio on GitHub. You can view it under the "Video Game Development" section at this link: https://github.com/ChristopherSorinBucsa. No…
LONG VERSION: Yea but afaik it takes manually creating it and positioning it yourself using the shadow options (for targeted directions) then turning off the shadow directions after the lights position is set in the placement you desired. It is a bit of work i only did x,y directions and 5 lights per direction seems well…
You know what, I totally agree. Using a browser based software renderer, you can't start fussing around with perfect z sorting, it's ridiculous. I think it's equally ridiculous to have realtime lighting, cutting down an already small polygon budget to like 20% of what it would be with just baked textures :D I'm sure you've…
Is there a reason you're unwraping the highpoly? Typicaly you use UV channel 1 on the lowpoly for all your textures. *Typically* highpoly uvs aren't necessary, unless you want to apply textures to it for a render or something like that. Generally you'll want UV seems out of sight from the players first person view. In my…
Got three upper torso variants done, just got one more to do, I think it's the corvus one with the belts around the torso. The corvus armor is really just the beaky helmet, the legs you see there, the torso with the belts on it, and the shoulder pads that are not edged and have studs on them. Decided to try Imperial Fists…
Polycount is always a tricky subject, there's no perfect rules. To over simplify things here are the two things it will affect: - Memory: Denser meshes are more costly in memory. Vertex count matters, UV splits and hard normals will increase this, so always be careful about it. Memory is always an issue even on next gen…
@pior is correct in that it is a common misconception that you need hard edges for uv borders. The rule is you need to split your uvs for hard edges, but the opposite is not true. Thinking about how you plan to use hard edges, and how that will influence your uv layout while creating the model is great advice as well.…
WOW! the game is BRILL! "okay okay. here i go. cons first: - opening cinemtic sequence is looong and arduos. - too many cutscenes, but they're nice to watch, especially trying to catch those visual glitches to unlock achievements - the tutorial is too long, and gets a bit boring. i know its a neccesary evil... but meh. -…