Use dynamesh. But you'll have to make the shirt a watertight (solid) mesh first. You can use the close holes function for this plus some manual clay brush sculpting to fill in some of the cavities between the torso/shirt that will cause issues with dynamesh. You'll also need to merge both subtools. The neck opening on the…
Hi Alphavader Yes there is already such a functionality in Shoebox its within the "Ani 2 sheet" tool here is an example of a sequence of sprites, with and without the crop alpha groups setting. There is also a setup for multi rows and columns have a look at at that setting as well as it will try to make the end result a…
very cool these last three works actually I had no intention in calling your art abstract, I just wanted to say that finding form in shapes, as a design technique, works with abstract shapes that make a composition you like and only after that you try to justify those shapes into a functional form so you use a partially…
that almost looks like there's a light function in place (for the hatching). here comes a boatload of questions.. as ill try to test this myself. is this occurring on all lights? what sort of lights are you using? is it a dominant directional/point/spot? do you have more than one dominant light (if so thats bad juju)? is…
Im trying to create the fill of need for speed underground meets Tron and she races a one man small spacecraft sort of like a small pod racer. Im trying to design the outfit to have regular function as the suit for a present race car driver have to protect the driver from the hit in the joints and be flexible for extreme…
number 3 do you mean face centers ( instead of/or selecting by whole face? ) In which case: Window> Settings/Preferences> Preferences> from Preferences window: Settings> Selection> Polygon Selection> "choose either Select Faces with: Center or Whole Face" Be careful! Display> Polygons> face centers is a display reference…
Okay then do the same thing but use the target function inside of the Edit Normals modifier instead? You can specify a source normal and a target normal that will fit to it. It's basically interactive copy and paste but it's done per normal.…
I'm guessing Dissolve has the same function as Reduce in Maya? If thats the case then I would only use it sparingly. Most of the time I get my LOD1 as low as I can and then maybe use Reduce once. In my experience using Reduce/Dissolve too much can completely wreck your topology and possibly your UVs. Ignore all that if…
I was using the break command initially but then I read this: http://www.scriptspot.com/3ds-max/tutorials/maxscript-coding-standards 4.3 explains that using a break is "wrong". Also, it's kinda bugging me that I don't know how to get this working. It seems like it should be pretty simple. If this was C# I'd just put a…
The normal maps are different for different platforms. Automatically handled by the UnpackNormals function. For desktop, it's DXT5nm, swizzling G and A channels and deleting the B channel. It's then reconstructed in the shader. For mobile, it's stored as RGB, and simply re-expanded to -1...1 range in the shader. Could be…