I use splines to make those really impossible shapes. Splines and lots of spline trimming. I also build up a collection of bits and pieces like floaters and tubes and drill shapes and such to just Frankenstein into what ever mesh I happen to be working on. Been getting into XSI though. Loving its tools. My workflow may end…
Well this piece is intended to printed in 3d, so I kind of need it to be an integrated part of the mesh with perfect smooth. Can't have any floaters or simulated geo for the print. No normal map will be generated for this, so would I still use a projection? I could possibly use projection master in zbrush and bring back…
Hello, Pretty new to the 3d art world and had a basic question on baking in substance... Been doing some simple tests baking 'floaters' down to a plane and im getting this odd issue in the AO map. I thought it might be the backface issue so i set that to to never but still getting this darkinig issue. heres what i got in…
I have a problem modeling out the carved details on a cylindrical object. I first tried to use floaters, but on some curved sides they proved to not work properly when baked. I want to ask if there's a good way to approach details like that? Should I just model these details in 3ds max? How would you do it? How to avoid…
2 questions.... 1: I use floaters but i get an error in the AO where the geo is floating. what do you or anyone here would do to avoid that or get a proper AO with out that type of error? (i usually try painting it out is PS) 2: How did you go about making a fully quaded sphere? 0_o (yes i'm serious)
I did think about having an airboat shape at first, but then i would be missing out on some nice frills such as boyancy aids etc. I agree the boat looks a little short and fat, I shall make the hull longer, fits more moonshine too that way! Small update before i go to bed, started making one of the side floater thingys:
if he is using handplane he can tesselate in his 3d app, bake object space map, export the proper low poly, bake in handplane using the proper low poly and import into the engine. This will remove all floater skews and will look correct in game. If you are not using handplane you can add geometry near the floating area so…
Depending on how your model is made, you might actually want to keep it exploded for the AO bake. For example if you have floaters on one side of your symmetrical model with mirrored UV's, you'll be baking the AO on both sides instead of one. Have a look at the polycount wiki for some examples…
So life got in the way and I couldn't work on this until recently. I am going to finish this no matter what. Here is my progress. I am almost done with the high poly, just some minor artifacts I have here and there. I have a doubt about floater geometry. How far can they be from the main piece. For example here. IS this…
Ok sure! I'll set up a post over there later today. I was first using the Sequences roll-out in the main WWMT Floater UI. I followed the video tutorial to export the mesh and Idle animation but that's when I discovered the next animation, in this case the Die, had to be later in the timeline within the same max file but…