hmm the default max cut tool is garbage when you compare it to other programs like say Maya, Silo or XSI. Autodesk claims to have fixed it finally, but I haven't used Max 2009 much to say. There are plugins that let you cut much better, like polyboost for example. try these tools http://www.illusioncatalyst.com/ they are…
one trick that works is to break off the parts of your model that have transparency into separate objects. Maya does its z sorting per object by default, and so you get these zfighting issues with alpha mapped geo. So if you break off the individual planes of hair into separate objects they will sort properly and be able…
I came across a problem today, i have a character and the problem is that the subsurface profile makes my model turn white when i look upon the model straight forward but when i look with my camera down to its feet the model turns back to its natural collor, this happens when in the material option of the character is the…
Hello polycount forum. As you can see i have a problem with creating modular assets in unity. The middle part has a darker shade then the corner parts. As far as i can tell, it looks like an issue the the normals. The mesh uses smooth shading, has no problems in blender. It has the same problem with unity default material…
Hi, I recently started working on a space-based adventure game with an emphasis on creating a dynamic game world, and I would appreciate some critique on a scene I've created for it since I'm not so much an artist as a programmer. The game is currently very early in development, however the scene below is intended to be…
Hello, I'm new to Suite 2 and really liking it so far, however, everything looks real good in 3DO but once in UE4 textures look a lot more saturated and darker. In suite 2 there are these two HDRi images from UE4 but selecting them and putting PostProcess on either UE4 options doesn't do anything like default UE4 level.…
This is a model of a building from a local Fort. The images are from within Unity3D Free version. Let me know what you think. The texturing isn't complete either, I have to play with the UV's for the brick around the windows to have the mortar line up correctly (especially the inside area with the stretching). Textures:…
Im trying to write a piece of code that requires the selected faces to be scaled at their selection center. scale command requires a pivot XYZ, or else it will try to scale in the origin. I tried using xform -q -sp -ws, but that doesnt give me the pivot for select center. Well at least its not the one the scale cmd takes.…
I've started working on creating geometry that will encompass a decently large level. The BSPs were exported for me to properly fit everything in maya and I'm trying to work but because of maya's draw distance, it starts clipping geometry and I can only see the entire level from certain angles. Is there a way to alter…
QRemesher guides don't affect my topology at all. I followed every step from Pixologic video about QRemesher. topology before and after using QRemesher on my PC making same actions with same settings on my friend's PC I tried to reset Zbrush settings to default reinstalling it but nothing helps. Changing curves stiffness…