Yes. A cube mesh collider will be more expensive. The mesh data is vertices, a triangle list, and an origin. So even though it *is a cube* the collision routine has no way to know that. There may be some engines where you can tag a collision primitive with a certain prefix or something to get the engine to treat it as its…
That is fine and you are free to object to my objection. For the record I am not an instructor nor do I teach for a living. I just have multiple degree's under my belt from both the UC system and a "for profit" school. I have seen both worlds and am not impressed by either, they are more common than most realize. In short,…
@TeriyakiStyle Feasibility aside, if Zac's link to the license type is correct for the OP's thingverse model, there is zero legal gray area here. In practical terms this means that if you upload a 3D model to a model printing database site, and flag it for non-commercial use, it's fine for someone to print your design for…
Start small dude. But i gotta say the overall scene is looking great right now. I love the character you've got without using many polys. Start with a small area. Might i suggest a single tent? As you work on that single tent think of the story of the tent, maybe it's used to sell stuff. Maybe that stuff came from nearby…
Hello hmm_rock :) Than you very much for your reply. The water was specially hard to achive! You can find here a screen of the material: As you can see, I have two main groups: Far Waves and Close Waves. Both have the same nodes and the only thing I change is the WavesParameters (Pan node velocity and Texture…
Today's progress, prepared the chest armor and the leather armor for print, added keys, thickness and checked each objects for errors, as a side note i'm really liking the booleans in zbrush, the produce very clean results compared to dynameshing objects together. Started to prep the arms and will finish them tomorrow…
Ruz, SaferDan- Thanks for the help, it now works perfectly. I had already welded the objects so I had to go into edit poly and select one half of the object and apply its own uvw unwrap. In the uvw editor I moved the uvs slightly to the left. I then applied the projection modifier and now it works.
Hi Autarkis, I don't know how to change the default but I threw a little script together which exports the selected object to max's export directory as an obj. Filename is the object name. Hope it Helps: Download Here If its of much use I'll put it on scriptspot, its on my dropbox public at the moment. Stu
Thanks that's perfect! We could use the resource collector but I'm trying to automate the process so we can select an object to send to the library and run the script. It would then prompts you where to save the new library object and creates a new max file, collapses and condenses any multi materials and then copies over…
yea alot of people tend to create the high poly first, cause then you can either just subtract edges in max or use a different program to create the low poly like topogun or something. For an object like this you may want to think about a modular construction approach as oppose to bringing the entire object in mudbox