NoSeRider: Workflow in Milkshape is similar to working in Max 4 years ago. Wings3D is similar to modelling in Max's editable poly toolset today. Maya seems _slightly_ behind Max on the polymodelling toolset (I use both Max and Maya on a regular basis), but it catches up with most of Max's default tools once you add a…
anything with a retina style/HD screen, if you plan to use pdf based ebooks and art magazines. You'll have to zoom less to read small print fonts like annotations, picture commends, footnotes. For example I wouldn't recommend an ipad mini, or any device with a non HD screen if you want to read e-books like Vertex. I picked…
I might not be a expert on this but I disagree. Intersecting geometry should be generally avoided. The gif example is actually just very badly build (sorry poop ). You need to build it like a 'X' but with the side that gets compressed more a bit bigger. It also needs ~10% weight on the vertexes on opposide side of the bone…
what you need to know as far as shader go really depends on the engine, like in the case of naughty dog yes they use hyperShade in maya to create there shaders, but most of the nodes there using arent default maya nodes, there nodes they created in maya to work with there game engine. for doing things like the texture…
Yeah I was planning on using a tiling brick texture on just about everything you see here. Then use vertex paint on top of stairs and catwalk to remove bricks and create a walkway. k well that’s usually how I build my levels, a bsp shell and meshes on top. I decided to go full 3D just to practice working inside max with…
Thanks for the crits! I spent some time this morning ironing out those snow seams. Before, I was doing the snow drifts by poking up the terrain through the floor's mesh, but now I've modeled the drifts right into the floor and hidden the terrain underneath. I'm still using the same vertex painting based method, but I added…
Autodesk FBX 2006.11 format worked the last time I tried it, no vetex colors though. The "regular" Autodesk FBX file format is totally borked with UDK, don't even bother with that one. Collada DAE will work ok too, though it has scale issues and the vertex colors don't transfer over properly either. This seems to be an…
One of the reasons for using bones is to have the game engine blend between the shapes using rotations... not just linear interpolation between positions. Unless you want that, which actually might be more accurate representation of vertex morphing, which is linear (but sux ass for things like eyelids and jawbones). So you…
long ago D key was temporary pivot for object mode but as far as i know from 2008 the d key does permanent pivot editing for object mode. for component(vertex,edge,face) selection D key is temporary. also in 2009 when you select component mode and press D you should also see a tiny blue circle on top of the manipulator and…
Hi thanks for the feedback. I understand what you mean about unwrapping the whole side with the border. I considered this at first but then realised I would have to add a lot of extra seams to relieve the stretching. I will give it a shot though. I also get what you mean about the extra polys in the curves across the top…