Hey all, having a bit of a UV crisis. Here's a quick rundown of what I've done: The character I'm working on is going to be riding a bike. After finishing the high-poly, and low-poly, I did a test bake along with a quick unwrap. Came out fine. Rigged him to get him into a riding position so I could build the bike. Then…
Hi folks, Here's my issue, I'm creating some foliage for a particular environment and drawing upon a variety of techniques i've discovered after a bit of deep research. The way i've approached this is by simple creating the trunk and majority of the large branches together, then produced several high poly branch sets with…
I am trying to transfer vertex color from a low poly mesh to a higher poly mesh in 3ds max and can't seem to figure out how to do it. My searching has pointed me to using a projection modifier so I add a projection modifier to my higher poly mesh pick the lower poly mesh that has the vertex color on it as my reference…
If you are taking about monster's 1) , of course you can do a "transform to zero" to restore the transform on each individual object you previously had selected "Freeze Transform". Simply use the ALT-RMB quad menu. Another interesting option to completly lock the objects transform to world zero is assigning an empty list…
Get float2 $size gets the size of the whole document and I need to obtain the size of a decal I drop as a layer over to calculate shift and scale values from "pixel" integer inputs . In Designer I just use "get size" node that measure whatever bitmap you drop there and pass float2 to transform node with parent size . Same…
I am trying to make a nice rubble pile and I have sculpted a bunch of different concrete pieces in zbrush, decimated them, and exported them to Maya. I tried to place the rubble in Maya but the polycount got to high and it was a mess. Questions: Is there an easy way in zbrush to place these concrete pieces I have sculpted?…
Would like to share my script to replace all FBXASC codes to underscore symbol. You can download the script and find all instructions here. NOTE: for now its only works for objects that derives from transform object class
It would be up to the exporter. I still need to write the docs on this, but the object has the transforms stored along with an ID map to the original object. As of today this works in the Wall Worm VMF/MAP exporter. But it can be adapted to any engine exporter. As soon as I write the docs for this, any developer writing…
I'm making the switch, too... 1) Put a capital letter in the hotkey box 2) dunno yet 3) Just use extrude, keep 'Local Z' at 0 and just modify 'Offset'. 4) Edge loop = double click an edge. With NEX: edge ring = select an edge and then ctrl+shift+double click on the next edge in the ring. Without NEX: edge ring is in your…
It's perfectly reasonable for the Transformers models to be as detailed as they are. They are giant robots who transform into vehicles, which means that it would only make sense that the models of the robots contain all of the parts of the vehicle, and perhaps even more. It wouldn't makes sense if the robots were lacking…