The only people that should really put any effort into a reel are animators and thats because you have to see their stuff move. Everybody else should display still shots rendered in realtime. UDK, Source, Marmoset Toolbag bla bla bla even 3dsmax 2012 does a good job of rendering things in a realtime viewport. 90% of the…
I really like how the road allows for extreme modularity, while retaining a planned out look. Usually it's just used for in game engines. I'm not really the most informed about lightmass issues in UDK, but the guys around here are pro's about this kinda stuff. But you're better off making two seperate threads defining…
Did you recently install a newer version of 3dsmax? I've run into some preference/settings issues with older versions of max, when I installed new versions of max. I've also run into shading issues similar to what you're describing when I jump up to newer versions then save it out as 2011-10 compatible, haven't figured out…
It may not apply here but I'll add that it's not a bad idea to backup iterations of your map. I was working on a map and all was fine for months until one day I painted a little on the landscape and then lightmass would crash every time I tried to build lighting. Luckily, I backup what ever I'm working once an hour to my…
In older version of Max, faces not in a smoothing group smoothed together. But, as Spacefrog said, the viewport was making things nice but not showing you the correct behavior. It's annoying because operations like extrude and inset produce unsmoothed faces. What I do now is keep a smooth modifier on top of my model with…
Some news ! The body is sculpted and I made a retopology that you can see here: I tried to limited myself in the number of poly but I wanted the global shape to be still understandable so I hope this isn't too much... I didn't bother trying to not make any triangle since a video game model is a mesh and a mesh is a bunch…
1. one of your UV islands is touching the top border. You should keep some space for the edge padding to act. 2. ResetXForm+Edit mesh+collapse before exporting in 3dsmax ( Freeze transformations + manual triangulate in Maya ). Seems the right half of your model has inverted normals. 3. Extrude a bit more the cage,…
Thanks guys! I really appreciate this :D I think creating the perfect tool is always hard and while being a Maya/Max/Blender plug in will work well for artists; a lot of other disciplines would probably suffer such as the level designers, sound artists and so forth. I recall reading one article where game developers tried…
d1ver - I just got windows 7 professional 64-bit and I have 8 gigs(giggety) of ram I opened 2 copies of 3dsmax both with shader heavy scenes,adobe cs5 with 20 x1024 textures, UDK with a heavy scene and firefox. It used about 5.5 gigs of ram and around 50-60 percent of my cpu(its a quad core). So yeah it kind of hard to max…
its just a matter of practice. my best advice would be to work as neatly and modularly as possible. break code into functions as much as you can, and print out to the console alot. When you break your scripts down into functions it becomes much easier to locate errors and also becomes alot more readable. When you are using…