old topic, but i have the same question, is there a feature in max 2017 that rese,bles Mayas move and sew? like for example if i want to get a grid like shell for a pipe that i flatten mapped before?
lol yes Duncan, I'm glad I'm not Nizza, they all have their charm and it's really hard to pick a favorite. But to be honest, Nizza could probably give her the turtle shell and still make it look awesome :p
It looks really nice, but try seeing how it looks with minimal indoor lighting, and try to get more outdoor light to spill in. Isn't it a bit odd for an abandoned building to have perfectly functioning ceiling lights still?
Just curious as to whether people think the UE4 subscription plans will affect AAA dev in a positive way? instead of having to shell out $1,000,000 in advance for source access, they could hire more developers instead, right?
Oh! I forgot to mention, if it's not too late, maybe add some extra alpha cards on the pagoda's roof so that it looks like the grass is spilling over the wood beam, similar to Clayton Chod's art test
@ D_wall: I'd never model this in Zbrush :D I use the advantages of zbrush to create the shapes, but afterwards max. Modifiers like bend turbosmooth, shell, displacement etc. make it so much faster and non destructive..
Litte update: - added laser rail (way to short but I don't want to cut the barrel cover - added laser aim (WIP) - fixed the fire type switch - added that thing that throws away a shell-case
If you have diff smoothing groups, or hard edges, your uvs must be detached where the smoothing groups meet or where the hard edge is. Just cut the uv and put a bit of space between the shells of UV
I guess what he meant was scaling each uv shell on local (center) position of each of them, without moving them from current location. Not sure there's a function for that yet for max as far as I know..
I think I have two issues here 1. Stencils(such as number, icon...) are pixelized. 2. The manual paper texture on the yellow plastic shell is also pixelized because texture size and uv map are not matched.