I would try modeling out some of the various pieces flat and off to the side, making a reference clone of them, and then applying a path deform modifier. This way you'll be able to adjust the model off to the side and it will update the mesh that's deforming to your character. You'll also be able to adjust the verticies on…
Here's my torso sculpt! Again, thanks for coming up with this idea. I'm glad I found it :D Also I'm wondering how to fix the seam for the model that go downs the center, I did make a simple low poly mesh as my starting point using a mirror modifier. I'm sure thats the cause, but how do i fix it? Cheers!
Looks like your normals got a bit stuck. Happens a lot, certainly when using custom normals. Just add a edit normal modifier. select all ,reset normals, collapse and add smoothing groups again. Should work. Anyway the green normals lines indicate explicit normals. check out: 3ds max help edit normals for more info
One little bit of context related to the naming : IIRC around the time of the acquisition of Maya by Autodesk, the term "polygon" got replaced by "mesh" (probably because renaming "edit polygons" into "edit mesh" would then sound a lot like Max's own "Edit Mesh" mode/modifier). I vaguely remember hearing people complaining…
This is not a good way to share a shader code. There is nothing like "combine shaders". You need to modify the shader or write it from scratch. Or you can use shaderforge or amplify shader for creating it from scratch with nodes, instead of writing it. But on both ways, you need to understand how shaders work, what…
Can you do me a favor and instead of asking so many things, try anything yourself? Do you maybe want me to do the whole task instead of you as well? Dont worry, you can keep the money. Baking should be possible but the deform should be baked too. Every modifier should be baked as unreal isnt an animation nor modeling tool.
While this doesn't look like a typical triangulation error, I would suggest you still rebake this. Non-destructivley triangulate your model by adding a Turn To Poly modifier on top of your stack. Check the 'limit polygon size' box and set Max Size to 3. This is now the object you want to bake and export to your game engine…
Yes, the biggest issue to consider is performance. However, it's not "crazy" expensive and also depends on your hardware. In MK9, UV distortion was utilized extensively throughout the game (ps3/360). When it came time for us to port the game to the Vita, we quickly learned that it wasn't viable performance wise. As soon as…
First of all if it's imported stuff, you should start be deleting the namespaces (Windows > General Editors > Namespace Editor). To clean up lots of names like this with vanilla Maya, your best bet is to use Search and Replace Names (in the Modify menu), but otherwise I'm sure there must be some nice mel scripts around…
New in 1.04 : * New Panel Lines Tool. * Batch Assets export. * Right clic on each folder to open an explorer and browse your library. * Smoothing groups Blend. * Relax button to relax the selected faces (usefull after inserting an asset in “Free border” mode). * Modifiers on top allowed (like quad chamfer or turbosmooth).…