Sage: LOL Ok, solve this simple problem "A pangram is a sentence which contains every letter of the alphabet. A self-documenting pangram is one which follows the general format of: This sentence contains <number> a's, <number> b's, <number> c's, ... For example: Only a fool would check that this sentence contains exactly…
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I know this is probably a super basic issue, but I cannot find a solution for it. I'm exporting out an animation into an fbx which will then be put into Unity, but the animation breaks when exported. The mesh and skeleton don't move, but the controllers all move according to the animation; this happens both IK and FK…
Cool, i didn't know about the isolating stuff, thanks for that! i choose the "layer" approach when retopo'ing. Layer "high" (contains highpoly) Layer "retopo" (contains one mesh from high to retopologize, the new "lowpoly mesh" goes to Layer "low") Layer "low" (contains lowpoly) so i have an overview what i retopologized…
Yep, Xrefs are a great idea but horribly broken in older versions of Max. In 2010 and higher they added "containers" and they aren't done overhauling the whole idea yet, 2011 will see some huge improvements to the container system also. They probably won't rip xrefs out of max, but rather leave them horribly broken and…
Good morning. I have downloaded the zip file containing the pillar model, and i thought the pack contained the various states of the damaged model, but I only see an .FBX file for the stage one damage. I was importing this into Blender and viewing the model, is there something that I may be doing wrong, or did the pack…
Hey everyone, I’m the creator and director of an early-stage dark fantasy rpg currently looking for a concept artist to establish visual tone for our vertical slice. About the Project: * Working title: “Eternal Night” * Dark fantasy action RPG * Heavy focus on tone, atmosphere, embodied combat, and deep narrative *…
I second what Eric says. And you can't really have a fixed rule. You have to evaluate on a per-project basis how much you're likely to re-use that work later on, considering how many assets of the same kind you'll produce, or how generic it is. I'll tend to have cleaned up source files for tiles for examples, because I…
I am not entirely sure I get your issue, but you can always create a 3d scene with copies of your main clothing mesh and assign each a unique material. Each unique material id will become a separate texture set with its own set of layers and maps inside Painter, and it will all be exported separately from Painter as well…