ok sorry but i still don't get it... @Quack That means, i have to set for the whole lp object the smooting group 1 and than back it again ? thats all ? @EarthQuake when i split the UVs, the object isn't any longer seamless ? i mean what is now the right way if you bake something for games? Is there any good tutorial about…
If you have access to the Apex PhysX plug in it does something similar to what you want. You skin cloth to bones, loosely animate the bones, and finally run then run the sim. Its a little more involved then that. And you'll want to save a backup of your UI customizations as installing the plugin erased mine. Here's some…
What do I think? I think you are missing the entire software guide on it. It is missing 3ds max and majority uses it here and some of them use maya. I'd strongly suggust you should add 3ds max tutorials for game arts and punch-ins (game programming) along with few other engines in it. Overall the community is great!! and I…
Just curious but are you doing the shadows using black? It's really muddying up texture quality and different material will react differently with shadows. You can't just overlay or multiply black and expect it to work, take it from someone who used to do that. =P Someone mentioned it before but I really recommend watching…
This might be helpful http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/how-to-import-custom-models-32237/ If you can find a .mdx export plug-in you should be in good shape. If not try to find a .mdl exporter and use this to convert it over to .mdx. http://www.wc3c.net/showthread.php?t=90928 There are a few free…
i know this is an old thread :D but i have a question to regarding rigging: I have a char + jacket: Char -> has uv Jacket -> has uvs ------------ what is the way to rig this? When the arms of my char are not visible because of the jacket, do i have to delete the not-visible parts of the arms? Can i "boolean" it together to…
split smoothing groups and UVs. only splitting the UVs or only splitting the SGs will most likely introduce artifacts. http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html the part about unsmoothed tangents. http://wiki.polycount.net/Normal_Map if you need more in depth information about it under 'Hard…
[ QUOTE ] jeffro, I expect this session will be worth attending. I used to work with Ben - he knows his art and is good at explaining things. I'll be surprised if you can spend an hour with Ben and avoid learning something new. [/ QUOTE ] Second to that. Personally never met him, but his tutorials (Every single of them…
[ QUOTE ] I think his rear legs need some 'haunches'. Big meaty thighs. Right now they just seem to skinny to support all that mass. [/ QUOTE ] I based it off a photo reference of a hippo so I thought it was ok, but I see what you mean and I might tweak it a bit. [ QUOTE ] Nice model and concept, I've got a noob…
The wire parameter dialog box has been improved upon in max 2008. Still a bit cumbersome though. The best way I've found to navigate through connections is to open up the 'Schematic View' and turn on the 'Param Wires' display. You can then double click on the purple connections to bring up the parameter wiring dialog box.…