So I'm starting on a workflow with Mari, and in Mari they use Offset Uv's all the time. Calling it patches, while this does work great it is no very friendly for game engines. So I'm curious does anyone know of a good technique to project the various texture maps from an object with multiple parts in different UV offset…
I'm rendering a set of animations for one project and I don't know how to solve one problem. During the animation a part of the object moves out of the frame. I must somehow extend the frame boundaries without changing fov,object proportions etc. I can only change the final image size. How can I do this?
No, mirroring is definitely the way to do it! I thought at one point that I had tangent space normals completly understood, then I ran into problems on some hard surface objects (a gun) and realized that they can be much more difficult/complicated than I thought. One thing you can consider is using object space normal maps…
Ok, that will help. Thanks. Just one more thing...After I create that bag as separate object, what kind of connection should be between bag and model? Should that be completly separate objects or bag should be attached to model (with no common vertices), or they will be attached to each other with common vertices?
I dont make copys of the object. The whole object is one mesh. All bolts are extruded, beveled and so on. Out of the mesh, thats why i want to make maybe a polygon selection of the the areas the are the same. And then all actions in this areas will be mirrored. I hope something like this is possible.
Ok thanks so far. i have some objects in max that i can let fall with mass fx. it works pretty well but iam not able to save this as a mesh or object. anyone got some experience with mass fx to save the results i want to have out?
I have noticed that Blender recalculates normals every time you switch from edit mode to object mode. Another thing I noticed is that normal edits also get overwritten by object modifiers. How to manage normals ? Cant find a custom normals feature. ty
The first step in good lighting is getting good surface response, right now it looks like your using almost completely rough objects. The ref you posted the objects are definitely using less roughness. I'm guessing your using colored lights to kind of hack that look in.
Sander is right. It's better to separate the two. Objects using alpha transparency will be rendered as a transparent object even though the whole mesh may be using the white portion of the alpha. Overdraw could be an issue depending on your scene complexity. There are some perf gains to be had by keeping them separate.
If you know how to model and UV in Cinema 4D don't bother learning Max at this moment better learn how convert regular object to a fully texture game object that look good inside a game engine , then go back and learn any extra program you want