Super slow progress on enverything, but I started putting the face into Unreal instead of Marmoset. Still having trouble to make the skin look right, somehow the subsurface scattering in Marmoset seems to look much better than in Unreal.. Eyes are the slightly modified epic games eyes, will further adjust them later.
Amazing script I would modify a bit script like so on btn_generateRockFromSelected pressed do( -- check if selected obj is not rock itself because it will be deleted -- and selection will be empty and script will crash for o in $ where o.name == "generatedRock" do deselect o if $ == undefined do ( messageBox "No mesh was…
I would use Editable Poly, select the end cap of the helix in Polygon mode, then use Soft Selection and move/rotate the cap to match the straight piece. If you want precise loops, make a Cylinder primitive and use a Twist modifier. You can adjust the Twist center to create the Helix radius.
Nevermind! I used a boolean modifier on a cube to intersect my existing model (pretty much making a exact copy), reunwrapped and exported and the issue is solved. It was a weird bug because I even deleted the faces that were having a problem and imported into UDK, and UDK showed that the static mesh still had a face there.
yeah that has to do with the scale of your model. scale it down and you'll be able to use not so tiny values. the same thing happened when i first tried it out. you'll notice that as you scale the model you'll see it moves along its normals like the push modifier in 3ds max.
I'm new to 3d modeling but I've typically been unwrap everything then using a MapScaler modifier in 3ds Max to ensure everything has the same scale. Is this a bad way of doing things? (Learning ArchViz with 3ds max, and also UE4) It seems to work, but should I be learning the pixel per meter method?
What don don said, modifying your topology in maya can screw up normals on the entire model, even the parts you didn't change. I'd try setting all normals on the entire model to set-to-face, then reapply them the way you did before including hardening the edges etc.
wow, this is a good thread... its a nice idea to start it! as for setting up a wireframe for render: In 3ds Max, u just need to duplicate your model, and apply the 'push' modifier with a value of 0.1 to make it "ever so slightly larger" and then add a material to it with the 'Wire' checkbox ticked. This is how i do it…
btw, Maya has been used in one form or another (heavily modified with mel, or prototype versions of it) in practically every digital effects movie since Jurassic Park. 3DS Max kicks ass and has my respect, as does XSI- but Maya has made a huge, undeniable impact on the CG world.
Impressive work! Anyone could break down or explain the "Normal Adjustment" part? Because I understood that you use "DistanceToNearestSurface" node to make a simple mask and put the respective material into it, but how he used the "DistanceFieldGradient" to tweak or modify the vertex normals of that specific zone? Thank…