very interesting! great result! I saw the mention of using vertex colours to define where the four textures go, so theres only ever 4 variations on each object? and is that done in engine or in mari or 3dsmax or something? Eventually all of this stuff done with materials on that pump is baked down to diffuse, normal,…
Sounds like you just needed to Reset XForms. Attaching to a new box has the same effect. From now on can just press Reset XForms > Reset Selected in the Utility Panel. http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-B98414B9-4F28-45F4-A1F4-9DA994548ED9-htm.html
A slightly more comprehensive update list. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-AA81EA1A-B4E1-4B47-B3AE-7C4AD62E24FF.htm Xoliul, not sure if this is the type of thing you were looking for. BTW, I think my favorite new feature is the search box. I use it ALL the time in Blender. I hope it searches…
Do you need to use Physique? It hasn't been updated in over a decade. Instead of editing envelopes you need to use the Type in Weights dialog to assign the same value to vers at the seams.…
Update from above, Smoothing out those edges a bit more as well the issues on the wheels and ironing those hard edges, especially on the turret/support. Hes got a week tomorrow to get it all finished! UV and baking to come! the count down has begun! Its a render from 3DSmax, anyone got an shader tips I can impress him with?
This is all really looking great. Am I correct in assuming that the modularity solely exists in 3DSMax? As in, you end up exporting a single mesh to bring into the engine? Otherwise I can't figure out how it's only 1 drawcall...actually I can't see how that would be anyway since you have some texture overlays etc...right?
Bumped into a problem with ao baking :s (using mental ray in 3dsmax) I get these weird artifacts on some of the parts. I made sure I had no overlapping uv's on those places. And I made a new scene imported low and high again and tried it again, but didn't change much. anybody an idea? here's what I got now
What did you bake in? 3dsmax? You shouldn't use mental Ray, use scanline instead it gets the background color correct, takes less time and gives better results. You should also crank up the padding in RTT because it looks like the background is bleeding into the live area. Also what are you viewing the final output in? UDK?
Hey, this model's cool. But I actually have a couple technical questions for you. What app did you create this in? And how'd you find putting your own model into HL2? I'm thinking about doing some level props and use HL2 to showcase them. If you could point me to some websites that'd be awesome. I use 3DSMax.
Achillesian: 3dsmax with the Pandasoft .x exporter should do the trick. Make sure to turn off "Mesh optimization" in the export window, or your skinned meshes are in for a bad day. Butt_Sahib: Thanks. Corv: I appreciate it, I think Multivaders is a killer project, and I can't wait to see it released. Good luck with it.…