Yes. Houdini Engine is a Houdini, just the execution part. You can't make new tools in it, but you can run existing ones. So every tool that someone build in Houdini will work in Houdini Engine. I'm not sure will it always support viewport interactions, but the UI is always there, the same. Right now there are two plugins…
Thanks a lot for all the replies, I think I got it now: wall-jumping straight-on is a no-go :P Not sure how I can fix all this up without as much effort as starting a new piece, so I think that's what I'll do instead. I was thinking of doing a piece soon with a lip-sync, but I'm having trouble finding good rigged models to…
http://www.mootools.com/plugins/us/polygoncruncher/index.asp Polygoncruncher was included with 3dsmax 2010 as a "ProOptimizer" modifier. It basically reduces triangles. You specify a % to crunch or a desired vertex count and it does the rest. It also has settings to preserve certain things like UV layouts, boarders, keep…
been too long since I updated this really but I got caught up with modelling and didn't really pause to stop but I've hit an issue that I just can't work out how to fix. I've textured and normal mapped a high poly sculpt on to a low poly and it looks fine in 3DS Max (I have turned off the gamma/lut correction) but when I…
Belated thanks for the kind words Pior :D So, I'm finally wrapping up the textures on this set. Definitely learned a lot on the way and made a few rookie mistakes that ended up wasting more time than they should! Now onto skinning the various parts up and trying to balanace the textures in-game to match what I have in Max…
Yep speedtree has the normal editing options built in. it helps a lot, but normal editing alone can only minimize the problem it can't solve it fully. In Unreal when you import, make sure that the Normal Import Method is set to "Import Normals and tangents". I think it defaults to "compute normals" which will reset any…
It really depends on what kind of hardware you have and what kind of video driver you are running in 3dsmax. Max defaults to the nitrous driver which is really is geared for higher end newer hardware, if you're running older hardware you will probably want to turn off realistic mode, switch to shaded and make sure the…
Procedural Mesh generation is "Mostly math driven creation of meshes" https://www.youtube.com/watch?v=obZVqksyXfk Handpainted textures are models with textures that are illustrated, like so: Material-based texturing is texturing based on real-life materials, so attempting to recreate metal precisely if a particular surface…
Thanks noosence. I did watch some tutorials and try to find out a software I liked. Apparently I'm sticking to 3dsmax for now. I definitely have to watch more of them though, and learn some basics about rendering and texturing very soon to make things a bit more presentable. Speaking of which, I modeled my third building,…
working on an environment mostly in max is not the expected workflow in a professional setting. Especially if you're using the Unreal Engine or Source. Because in many companies the person who places the assets is not the same person as the person who makes the assets. Usually you'd have 3-4 people working on an individual…