Hey guys, i need to texture this level: for an XNA game, right now its using vertex painting via the 3dsmax modifier and it doesnt seem to want to play ball when loaded up. how should i go about doing it?
It's the other way round really. i.e. where there is a UV split a hard edge can prevent artefacting (it's not compulsory) Adding hard edge in the middle of a UV shell is completely fine and requires no modification of the UVs
Hi thanks for your response ^-^ i admit i haven't split the UVs for the LP at all the hard edges but only some of it, i'm not sure if that's the reason why the baking won't work. i took what you said about the LP being facetted into consideration and added a shrinkwrap modifier around the HP one and even a subdivision one…
If the custom cage mesh has only modified it's vertices based on an averaged vertex normal, then the cage has what the averaged normals tick box would do built into the mesh already.
I’ve recently gotten back into 3D modeling. So… what do you think? I used Makehuman for the basic figure. I modified it into an Ork and built the trike in Blender. I’m looking for comments and criticisms – what works and what doesn’t. The design for the trike is my own. (Although the banner was strongly inspired by one I…
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You can try going to Modify > Evaluate Nodes > Ignore All but I'm not sure if that will affect how your rig moves when you adjust the controllers. Worth a look anyhow.
the triangles direction very important (even if you don't triangulate the mesh) my suggestion is to make a instance copy of the lowpoly and inflate the cage using a modifier. or to build the cage directly in xnormal.
You could use the shell modifier but will need some cleanup afterwards. Personally i would construct the walls from seperate pieces instead of modelling all from one piece.
@oBoogiemanx There is an update, It's safe now , get a look here(top post) : http://polycount.com/discussion/183042/maya-ndm-phoenix-non-destructive-modifiers-and-tools-for-maya#latest :smile: