So I'm making a sword (a keyblade from Kingdom hearts) and I need to create a hole with the shape of kh's crest in my handle, the problem is I thought it was done with boolean operator modifier but it doesn't seem to work, instead it erases my whole handle... any help is much appreciated, i leave ss below: How I want it to…
So I'm apparently unable to load this particular modifier from a totally fresh install of Extention 1. I tried uninstalling and reinstalling, but no matter what the error persists and i simply can't get this working. is there something I need to change that will fix this? what is it that I should do? running Win7 64-bit
This is one of several models I'm working on at the moment as high poly modeling practice. I've added or modified parts of my model to make it different from the reference. When I'm finished with the high poly, I plan on normal mapping it onto a low poly and then go from there (unwrapping, texturing, etc). Crits are…
i'm slowly converting to max, but want some customization in the toolset, and i encountered a wall. I'm really just discovering maxscript and i can't find a way to get the sub object selection count in editable poly. It's really frustrating because the values are given in the modifier tab :/ Can you help me ? Thanx.
so, Ive been experimenting with LUTs for use in game, and my current workflow is basically open a default LUT and a screenshot of my scene in photoshop, do some adjustments then save the modified LUT out and import into the engine. Do you guys have any better ways to create custom LUTs? neato programs or any sites with…
[img]https://i.imgur.com/ylActp3.jpg[/img] I've worked on this off and on for a while, think I might leave it like this. At some point in time you just gotta call it quits whether its perfect or not; otherwise you never finish you just edit and get critiqued and modify indefinitly.
Artem Volchik has a really nice method of rendering things, http://www.artemstudios.com/2010/tutorials.htm The tutorial is written for max, but you can most certainly modify it for Maya. Also i believe these mats can be used for Maya as well, but i'm not 100% sure http://www.polycount.com/forum/showthread.php?t=69829
Actually since this is an architectural visualization, the best bet is to use multiple tiling textures rather than an atlas texture. To UV it, start with UVW Mapping modifier set to Box mode, and scale the box sub-object to be a cube shape. Then you can use Unwrap UVW to rotate and fine-tune parts that need it.
I'd also like this but I don't know that it's possible. Max must be doing some math behind the scenes and assigning groups in a way that makes it possible to have hard edges that don't loop all the way around a group of polys. @kio, it's a great script, thank you. Any chance it will be turned into a modifier?
@Thanez if OP is going that high poly and this is a game asset then he doesn't even need to use a sub-d mesh. Smoothing groups and a chamfer modifier will work the same. OP - mate, you've been out of the game for 4 years, but sub-d modeling principles have been the same for 20. :smiley: