Cloth sim? I think there is stuff like that in Max. My only guess. You can actually pin a plane down or something and actually apply physics to it and wind modifiers so that it actually floats and waves like a flag but stays on a pole or whatever if I remember correctly. Google? =]
Thank you both for your interest in this workbook and its uses. As for the discussion regarding unique situations and jurisdictional differences, that is part of the reason I have structured this the way I have and encouraged users to research their own needs/situations/jurisdictions and modify the workbook to that within…
Also, one of the biggest features I'd like to simply be able to select all the lowpoly objects in a baker. Using quickloader or modifying a material outside of marmoset for a lowpoly will change the material within marmoset and it can be annoying having to select each and every lowpoly folder to reasign an existing…
I personally prefer max for modeling and maya for animation and rigging. In max I like how you can make a stack of modifiers while modeling. It remainds me a bit of photoshop layer system. You can always come back without loosing your final result.
You should move the overlapping UVs 1 whole unit away. UVW Unwrap can do this quickly. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring You should also triangulate before export, Turn To Mesh modifier is non destructive. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Triangulation
Bernini study #5. The snakes have a bezier curve modifier in blender, so they were easy to arrange. The render could be better, my computer was getting wierd from the work load so I ended up compositing a bunch of premature renders and doing post proessing in photoshop.
First thing I really got into editing things was with World of Warcraft and doing lots modifying files, assets, the world around you, importing custom models/textures and such. Did it for a few years when playing, was a ton of fun but did get me banned quite a few times :)
Ah, I see. Thank you LMP. I fixed the errors using the 'Turn to Poly' modifier and setting the limit to 3 before baking the normals. And now I'm running into tons of threads that speak of the same issue now that I am using the term 'triangulation' error. Thanks!
Thanks for your encouragement guys. I made substance which I made for asteroid which looks decent. I think I will modify this. This asteroid is actually based on procedural node generator I made in Lightwave. I also think about making rock generator for infinite rocks. .
Bal> Did you try to reproduce it in a similar fashion as I do in the video? Did you any form of smooth? (Mesh>Smooth or Modify>Convert>Smooth preview to polygons)? I just reproduced this in Maya 2011 as well (on a different comp for that matter). Same workflow as in my video.