Hi! If UVs are straightened and even, the mesh topology should pretty even as well (as much as possible). Just take one segment, move the UV vertices and observe the checker texture on the mesh changing. I recommend a cleaner model in general with the more even topology/faces. If you have a tiling texture, you can have…
The target platform I had in mind for the model was PC. The model’s poly count was 187.7k vertices, which I’m assuming is too high and not ideal for game engines. That is the poly count before retopologizing the car frame. Do studios not retopologize car models for better optimisation?
Hey LD, Vert-tinting is pretty easy and very straight forward. You can even do it in the UNREAL 3 editor for even more variation. It is a little bit of an old school technique, but is still very viable for games, especially MMOs, since it is sooooo cheap. I am not familiar with 3DS MAX all that much anymore, so I very…
3Ds Max Script "Different commands stacking and auto cycling" under one hotkey? So i got an idea from one little usefull script i use (didnt make just downloaded it from somewhere). Is it possible to, in 3ds max, create a certain script, and then assign it to a shorcut (like "U" or "SHIFT+U")? This certain script would…
Nice to try a bit of editing at vertex level. Between the two halves, one can see the seam that makes the red surface appear sharp. If you want to get rid of that and smooth the final result : - select your two halves. In the ribbon modifier, tap "make unique" : no more instance. - in the ribbon modifier, tap "combine" :…
I'm going to go back to the vertical stabilizer for a min, I'm fine with you leaving the way you like if that's how you want it to look but it is technically wrong, and I think hurts the aesthetics of the plane. Here's why: The leading edge of the vertical stabalizer's job is to slice air and direct it over the control…
This looks like a problem with your normals. First thing you want to do is make sure you properly merged the vertices on your mesh. In Maya you can snap selections to the grid by holding the X key as you move the selection. This is really important for accuracy. You can adjust your grid if you need more or less precision.…
I bought a CSL vertical mouse ( german brand ) from Amazon some time ago and it is the best decision that i ever made. Before that i used a Razer DeathAdder Chroma that after only 1 year broke ( shitty brand ) and it also gives me wrist pain, than i used a normal Logitech mouse but after 30 min. it gaves me wrist pain so i…
Editable Poly is your friend. Avoid Editable Mesh, which is just legacy code. Within Editable Poly: Cut tool: Is Max's equivalent of Split Polygon. It will snap to neighboring vertices or edges as you use it, or you can cut free-form right in the middle of a polygon with no snapping to edges. Connect tool: Allows you to…
Boolean sometimes does this. It's a bit of an unstable and temperamental tool - sometimes it works perfectly, other times it really screws up your geometry. In this case what you could do is (if your mesh is an Editable Poly) - create a new polygon using the vertices that the boolean has created in the shape of the hole,…