Hello, I have animated a vertical shutter with slats using a Path Deform modifier. Upon exporting to FBX the keyframes are lost. As seen in other threads, people found a solution by using collapseTo, to 'bake' the keyframes. Unfortunately, this doesnt seem to work. Currently the only available option (at this time) is to…
@cheesechen12 It's looking good so far, excited to see you keeping up with it! Only thing of note I can see at this stage is that the lattice for the ruined stairs doesn't look to have the trim set up quite right. It appears to have slats running horizontal across its surface, even along the vertical beams.
Hi everyone, Let me present a very simple practical example, Modeled in 3ds Max 2025 and baked in Substance Painter 11. Low / High Normals When I do the bake I always have a problem where a light jump can be seen in the area where the seam is. I understand this is due to the normal bake; the test was done using averaged…
Right, so I'm porting a model from WoW into Skyrim and I'm having issues getting the rig working, or more like having issues getting the skin modifier to work In 3DS Max 2012, I can see the envelopes and only add weight to them. When I try to remove weight from the model be it either by selecting vertices or weight…
Hello. I started modeling about two weeks ago in Modo. I've watched hours of tutorials but this one thing has always confused me. How should meshes be connected? What I mean by this is if I wanted to create a game asset, say a weapon or house. Do all the objects I make need to be connected properly vertice by vertice or…
Maybe a bit offtopic and i do not want to rant: Isn't this exactly "the problem" also in other areas (even other "industries") ? "The industry" does not define clear standards (and also the management fires everyone doing the real work).. So not only the newbies does not know what to put into their portfolio but also the…
you can even set the maximal distance for the remove doubles function while using it. just select it from the menu and look in the tools panel (press t). you can then interactively set the distance and directly see the results. for welding: try to press alt+m after selecting two vertices that you want to weld. you get…
most of the games I have worked on have a polished but short vertical slice to begin development after pre-pro. a couple levels or so of decently polished art content that showcases all the games major features or Pillars. by getting this vertical slice done and functional it give something to start marketing shots going.…
Make the model from scratch. Sorry for my english :D Make 5 planks, not 1 mesh sculpted in 5 planks. then use trim dynamic with square alpha to break the edges. Use very negative fallof. Each part should be the separate mesh. That's easier to sculpt. For the "wood grain" use Orb brush, small size. Sculpt just few vertical…
Sorry for I'm bumping an old thread, but I have a similar question and the search brought me here. Which was perfect, because this is also a newbie question. :) I'm unwrapping a model that has partial symmetry, and I'd like for certain shells to overlap to save UV space - in particular, the two hands. I didn't use the…