Hey there, is anyone else tearing their hair out with the target weld tool in Maya 2016? So, I want the texture to follow the vertices when I move them (not in the UV window) Currently I am merging some vertices (with the new target weld tool) in the perspective window and the texture does not deform with the change of the…
I usually just transfer vertex normals from a shape before holes. Works perfectly fine even for extremely low poly things , lods etc. Never understood really why people do all those support loops and extra geo puzzles. My guess it's because 3d soft had clunky normal editing tools before. Still the normal theft script in…
You still need a tessellated mesh. The only difference between regular displacement, and vector displacement is that you store the direction of the offset too, not just the length. Regular displacement almost always offsets along the vertex normals, while this can offset in any direction. There is also a less obvious use…
Okay, I've been scratching my head over this and I hope somebody can give me some pointers. I made the prop on the right using a next-gen workflow and it took me quite a while. I was pleased with how it came out, but it kept niggling in the back of my mind that it took an ungodly amount of time to make. The one to the left…
Your tree's textures are looking good. The tree canopy could possibly use a little more variation in it's silhouette as it's looking a little flat topped right now from some angles. I'm in agreement with tristamus, the foliage could use some shading. Depending on what style you are going for and the engine you plan to show…
The same what earthquake said about the gun itself applies to the mag. You got too sharp edges there, which wont render to your normal map and you wont get that nice round edge look everybody wants from a normal map bake The same applies for the optic system and some other parts. Also you might want to check how those…
About 2 years ago I was working on a shortlived attempt to release a commercial bowling game themed around the Big Lebowski. As far as I know, a game called Black Market Bowling on the PS2 is the closest anyone has come, but a "Dude" knockoff character is as far as they went. As for handling reflections, I just flipped the…
Well there's also Collada though I haven't tried it yet... and since it's very similar to fbx I'm not sure if it would be any better. Modo's hard/soft edge support sucks since it's limited to the smoothing angle value of the material that's applied to the mesh. Or vertex normal maps which isn't really workable while…
@Jacky: I already disabled AO for these shots, but thanks! @Osman: Thanks for the detailed reply. I know about the Level scale and the Settings in BaseLightMass.ini, but this exponentially increases the render time of the lightmaps. (I could probably use it in the final verion). When using vertex-baked lighting I would…
I work with both all the time and have no problems using .obj There are a few options in the max importer\exporter you'll need to make sure are set correct. Lets assume you are in max and using the Max2Obj plugin. check box: rotate model, texture coordinates, normals, smooth groups. Vertex scale: The overall size of your…