I'm assuming that black line you guys are seeing is what you are calling a 'shadow'. To me it looks like your object is above the reflection plane just a bit, and the plane is reflecting the underside of the object, which would be reaalll dark and look like a shadow.
every object should have its own texture, the size of the texture is determined by how big the object is or how visible it is in the scene (or how important) Edit: also depends what kind of environment? will it have gameplay or just a presentation kind of video, or static renders?)
Definitely check up on Keen's Batch Exporter. It saves tons of time by centering each selected object, reseting the positions to 000 (based on objects pivot point) and exporting each asset based on whatever their names are in max. http://www.keenleveldesign.com/html/misc/exporter.htm
Thank you for your help poopipe. Let me ask you another question. Do i have to create a object for both cases? One with more details like this bevels for when i'm close to the object, and one with almost no details for higher distances?
2012 is MUCH faster for many objects in the scene vs. 2010-2011. I didn't think it was that big of a difference, but after testing a script I made creating/deleting many objects rapidly, it was a huge difference, like 2-3x faster if not more sometimes.
Hi, below you can see my result of a Test at School where we had to model/set up a complete object (High Poly, Low Poly. Unwrap, Texturing and Unreal Engine 4) in only 2 Hours. Object was a fire extinguisher.
I always thought setting FOV as a Telecentric lens was orthographic parallel projection ( what makes a camera projection parallel is that any objects the same in size results in the same size/magnification at any distance? ) from https://en.wikipedia.org/wiki/Telecentric_lens#Object-space_telecentric_lenses
make a reference of the object (not instance, not copy but reference). And have the original source object be hidden, frozen and locked in all transformation axis. That should give your students a model they can apply modifiers and materials on without being able to really change the base topology.
yeah this one is definately a pro kerry movie.... that's meant to be told from a totally objective standpoint. well, if you see it as a documentary then its objective, but being so close to election time it looks kookily pro-kerry with its almost flauntable subjectiveness kooky
fogmann, in max the vertex shading from the low poly object still displays, making the object look poor even with a 'colourful' normal map. The only way around it seems to be to add more polys to make the low poly version 'vertex shade' better