In the future you should orient UV islands so they're not at odd angles to prevent aliasing—they're also easier to work with. For a sword you would probably want to look at 2:1 texture ratios too, then you might not have to break the blade into 2 islands (which makes texturing harder and costs more vertices) Are you sure…
Oh that's good to know. Thanks for bringing that up. I've been making my masks with a Falloff map in Max, affected by the bump. But isolating erosion/etc. sounds like it might be helpful. How do you divide World Machine output into tiles? Like say I make a 8192^2 landscape, and want to output sixteen 1024^2 tiles. I'm…
Thanks, but thats the standard 3dMax Mental-Ray water. :) @Jakob: looks nice, only three points stand out for me: 1. It seems the blade itself has no width, I would add a little bit to it. 2. Same goes for the grip, the top/bottom edge seems to sharp 2. You have a few "Butterfly" effects on your texture, especially on the…
Good luck with the interview. Be sure to let us know how it goes. Chicago's a great place. I live about 2 miles from Ohare so you'll probably be pretty close when you fly in. Unless you're flying in to Midway airport (that'd be ironic), then you'll be a ways away. As for good food, gotta go to Pequods. The best pizza…
Hey there nyx702 aah you like those, well thanks then hehe. But i still redid them. I only know 2 ways that work so so 1. a lot of polys/ daynamesh and a mask and inflate lil ny lil 2 . draw mask-- make a group from it. -- put a grouploup around it (watch the polish) inflate a group hmm yeah you could also use a…
1) Characters or environments? 2) Pixel art, or be prepared to do a lot of clean up. 3) Too many to cover. 4) yup low poly thread. More specific questions would be easier to answer. What you're asking is pretty general/generic and either easy to give a 2 word answer or 18 pages trying to explain it all. Most people won't…
Yes there are good tutorials on cglearning website for this. http://www.cglearning.com/category/3dsmax/ You use the cut, Or connect tool: Works with 2 vertecies selected and clicking connect. Than you will have to extrude and tweek the 2 faces you have made after that. Good luck. This website have pretty much everything…
I don't realy get what you are asking here. But just in case, how about this: 1. You make the overall shape in a plane 2. You take the outline and pull it down 3. You insert edgeloops around the whole thing and pull them up a bit, I guess 2 should do I don't know if that's any helpfull but I realy can't think of how to…
its cuz its too dark a shade of green i think. imo, the technique used to make lightsabers works nice: 2 layers - layer 1 [on top] : white, gaussian blurred, gaussian blurred again - layer 2 [bottom] : colour layer [green in this case] gaussian blurred once i still agree that the blue looks nicer. its overused cuz it looks…
All engines should support it. The UV sampling goes from 0-1 in both U and V directions You simply lay it out on a 2:1 space, like from -1 - +1 U and 0-1V then scale all the UV's by half (0.5) on the U axis and put them back into the default 0-1 UV space. IN your program they'll look stretched but they will read a 2:1…