Hi all so im back :D , Ok this time I am wondering if it will be too much to chamfer edges and use inset when making models for games. The reason i am doing this is that with the right combination of those two (chamfer+inset) I am able to use 1 Smooth group on whole assets (mesh) and it looks like almost super high poly…
There are basically two reasons people suggest triangulating your mesh: A. Max can give unreliable results, ei: Ignore your "invisible edge" orientation on quads and use the opposite, this generally will result in a distinct "X" shaped smoothing error, as the edge in the bake is running against the edge in the mesh. B.…
I'm about to rip my hair out here, figured I'd try actually asking for help rather than self-imposed baldness. I'm working on a personal project right now (in 3ds Max), got the concept model right where I wanted it yesterday and started working on it's final replacement. Getting my edge loops in for Turbosmooth to round…
Huh? Is there a guide I can read on smoothing edges. I didnt know you dont smooth when the edges are >90 degrees. And yes I exported with the crytiff plugin and correct preset. Actually I just did an -> average normals, on certain faces and exported that into ce3. It seems only soften edge or harden edge works in ce3…
Thanks! :) Absolutely, I can definitely share some wireframes. Just a heads-up: I haven't applied any bevels yet, only some basic surface smoothing. I'm planning to do a proper retopology pass later, definitely not the most exciting part of the process haha!
Hello everyone! First I would like to apologize because I am very new to 3D. I've used unity a little and experimented with 2D. I think I want to try some 3D in Unreal now. So in 2D we have tiles: I can paint the grass tiles in and then add the dirt and autotiles gives me a nice clean transition. I looked at Zelda links…
Hi, does anyone else have great difficulty when adding edge loops to tighten up geometry then when they smooth preview find they're constantly getting creases? I'm modeling a minigun and I've got a few extrusions for detail along a couple of cylinders but when I try to add edge loops I'm getting these annoying creases all…
I was hoping to get some general advice for creating scratched metal textures for PBR specular workflow. I know that generally metals will have a dark, nearly black albedo, and a relatively bright specular. What I'm not entirely sure of is what a scratch would look like across those three textures. I assume that scratches…
Hey all. Wanted to ask here before I have to go off and have to write a maxscript for it. I'm trying to create floating island style fragments of land using procedural methods. Now I quite like maxscript and using 3dsmax seemed like a decent way of prototyping the procedural techniques before I have to write the code for…