yeah, i tried to get the image-size via $size in a function, but I am lost, at some point (i think when I set the output size to absolute) the material won't even bake... so actually I only need to let designer know what size the image has, but I really don't know how to do it.
Rather than trying to match 1:1 what you see in the game, i would take it as a concept and use it as inspiration. Remember that Solaire was made with some pretty brutal restrictions in terms of polygon and texture budget, and so things like his gorget would not be functionally accurate. Make Solaire, but make the Solaire…
first day back working, still not really fit. however here is an update on Pinos plane, wokring on hetting it A) gameready and rigged again and B) working for print with wired rotors and all kinds of features - which eats the most time :x some functionality from a while ago…
May 2012 Assignment: Develop a Prehistoric creature that 'functions' in UDK. (Planning, modelling, texturing, rigging, minor scripting.) Max tri count of 12K. [ame="https://www.youtube.com/watch?v=nR6CU36U2FI"]Low Poly T-Rex Turntable LW000387 - YouTube[/ame] [ame=" https://www.youtube.com/watch?v=lheeSc9Gabc"]UDK Realtime…
I use 3ds max personally. http://cg.tutsplus.com/ and Eat3d.com are good places to start looking at some tutorials. Most of eat3d videos cost money but they are all really awesome. They have a great 3dsmax 101 that will teach you the basics/intermediate functions of the program. I know it cost money but if your serious…
Yeah, that honestly looks like 512 or really poorly UV'd 1024. I would not have guessed at all that it's supposed to be 4096. Also, save your images as PNG or use Photoshop's Save to Web function with a reasonable quality level, please, there's a lot of compression artifacts and it makes the quality look even worse. :(…
Really inspirational thread! What's your workflow on these last studies, do you work from a basemesh or from a dynamesh sphere? Also, how do you use your reference, do you load them into the floor or do you use the "see through" function? Would appreciate any tips you could give. Keep up the good work!
For the bevel tool, or anything in maya, you can select the value in the channel box and while holding middle mouse in the view port drag to change the value. I do not know if that is the function you are looking for, but that usually works well enough for me. I am not sure what you mean by polygon island, do you mean…
mostly it really bothers me when people use Unreal terminology when working in proprietary engines or even a standard 3d package. It oozes a understanding based solely on Unreal, which is not really realistically relevant to most other engines. YO ADD A LIGHT FUNCTION DAWG. I am guilty of this on occasion but eh Ive gotten…
Hey guys I'm using 3ds Max 2016 now, and the exact same issue is still happening. Whether I am using my hotkeys for regular editable poly sub-objects or the UV unwrap, pressing the hotkey again turns the function off. The old Keyboard Shortcut Override Toggle button worked before - now it doesn't. Anyone got a workaround?