Sounds like you want a general mini-tutorial on UV mapping. Incidentally, I feel like writing one. I've only done this in Max, and the latest version I've used is 5, so this may or may not apply exactly to what you're doing. But the idea should be the same. - Open up the object you're texturing. - Create a procedural…
Regarding triangulated meshes and smoothing group problems with IPackThat. I did some tests with different fbx settings and a mesh with weird smoothing groups to check if there is something wrong with the fbx sdk implementation. So far i could not see any problems with the tool integration. The problem can be a problem…
I was under the impression that Zbrush always worked with regular polygons since its polymesh models have always reported data on its points (vertices) and polys. The models are constructed the same way (except for the fact that it doesn't support n-gons, something it had in common with Blender for a while), and they…
This is the most accurate quote. It's not a case of "don't use smoothing groups". You just have to keep in mind that they add extra vertexes which takes up more memory. It's all about the vertex/polygon ratio. If your model has more vertexes than polygons I'd look into how many smoothing groups you've got and see about…
Really the only time you'd need to tessellate as you did in the right image would be if you have z-fighting issues - that is, if the bottom of the wagon appears over the springs. You'll rarely have a problem with this, especially with low-polygon models. When working with low-polygon models, keep in mind that some faces -…
Looks cool man :) Just a note for the future, if you have a gun taking up a large amount of your screen, don't hold back on polygons for round bits. The tube coming out at the left has a lot of faceting (you can see the polygons).
I have started making my first spaceship. This is the initial model that I would like to texture and maybe add some more details later. It took me about hour and a half to make this. However, while trying to texture this I ran into couple of problems and I would like to ask for your advice. This model has very high number…
hello, i am experimenting with baking of high polygon mesh details on low polygon meshes and i faced an issue where i dont understand the logic behind. i ve added the files as fbx if you would like to try it yourself. i 1. Why does the result in substance painter look super smooth while it does not in blender or unreal…
Short answer: Because its not simple to do, which makes it difficult to do fast. Long answer: In order to keep rendering times low as little of a scene as possible must be drawn each frame. So objects and polygons need to be culled, one part of this is depth from camera. Objects which are behind other objects are flagged…
Hey guys! Right now I'm learning 3ds max from the ground up and to learn stuff better I always kinda pretend I was creating tutorials :D That forces me to think about things in a complete manner and to put those into context. Anyway, I was thinking about what different modeling techniques exist and that I was always kinda…