Well, thanks for the answers. Luckily enough i did find a fix. Since editable mesh allows for non manifold edges i worked with an edit mesh modifier and exported it as so which worked greatly :smile: Chhers!
This is my second attemp to rigg a character, I'm using 3DStudio Max, with a Biped and the Skin modifier. So far I'm having lots of troubles with the deformation in the shoulder when I animate the character. Here's how is looking for far:
Here I tried to modify my tod and arranced a beach scene similar to the one in the real picture ... What do you think ? please be critical and constructive so that I can change what's needed and improve it thankyou ....
very nice materials there. i like the colorchoices. not sure how "old" it should look, but one thing i'd modify is the material of the metallic knob at the bottom of the stock/handle to something a little more weared off. like this one:
Note that in ZBrush you can constrain brushes to a single axis via Transform > Modifiers if you want to sculpt only in the up axis for heightmaps. Though it doesn't matter a great deal if you have a little overhang by not doing this.
Yep, and this indeed pretty impressive! One of the reasons real time engines are (or were) used for the early blocking stage is that they look good, it's really interesting that we're at a stage where a modified engine is good enough for some movie scenes.
Hi Eric, Thanks for the suggestion, it works for now as a bit of a work-around. some of the masks i were using were heavily modified rather than the smart masks, but it shouldn't take long to redo them i hope.
Sean.. that tape is just a plane wrapped arround the grip using edge extrude in max.. with a shell modifier on top. Just add a couple segments and move them and that makes the tape have wrinkles. A-train: johny uses max.
I've done this in UDK for a current RTS game project. Whilst I'm not inclined to give away the magic in it's entirety just yet, it basically works by drawing numerous small gradients and modifying their direction and anisotropy using a flow map.
Have you tried using a Push modifier as suggested here?: http://wiki.polycount.com/wiki/Texture_Baking#Solving_Pixel_Artifacts Can you share the file? I'm not using Max any longer but I still have a valid copy of 2017.