So, I am working on modeling this zippo lighter for this scene. Before I go any further I'm just wondering if it is ok to have the flame guard part be a floater and not part of the part that holds the lighter fluid? I guess I'm wondering how liberal you can be with floaters without running into issues later or if it is…
I don't suppose there would be an easy way to add prioritization of meshes, such that i could play floaters below the surface of the main HP mesh, but have the floater hit take priority over the main mesh? Then i wouldn't have to skew the cage so much to cover the floaters. I don't even know if that is a good idea relative…
So what you want is to dock a floater window you did? If so, what you have to do is: 1) Create a Dialog or a Rollout Floater. You can use the UI you generated using the Visual MAXScript Editor. 2) Register that using cui.RegisterDialogBar. 3) Once you have registered that floater, it's able to be docked using…
Just a question about baking with floaters as I usually never use that method: Some floaters seem to be very far off the actual surface (like the bolt indents on the top edge); how do you manage to bake those floaters? This is assuming you use a cage that, from my personal understanding, should be really really close to…
PakoTCB said: You can use them as a floaters! Simply keep them as a HP separated mesh/polygroup (if you´re in zbrush) and use the lowpoly retopologized as a base to project this as a normal map! Remember to use a slightly bigger cage if you´re baking with XNormal or increasing the Offset value in Toolbag as a baker until…
what artquest said ^ Like your shin guard. usually the answer is MOAR TESSELLATION! On floaters: floaters are a huge time saver, and a god send in many ways. I just think moving forward, dynamic tessellation is going to be more of a thing, so invariably height maps are going to be more necessary. Floaters appear raised on…
Hatami: It sure does! ^^ Ubuska: Yes, I rendered them in Modo. I didnt use meshfusion during production of Wolfenstein, it didnt come out until after assets were done : ) Next game! These highpolies are actually not that good for rendering and so on, they have ALOT of floaters, so I have to render it in very specific ways…
How do people deal with floating geometry when baking with xNormal? Baking normalmaps is no problem of course, but how do you solve the shadows behind the floaters when you bake AO or cavity? I usually try to stay away from floaters but the few times I've used them I've had to bake two sets of textures (one set with…
Hey Very good start! I boolean everything in, meaning any screw or similar detail is inset in the mesh with a cylindrical boolean. You can use floaters if you want, its upto you. Personally I cant stand floaters. Its faster an easier to create a high poly with floaters, but you may need to bake on a low poly with a single…
For me zbrush is a nightmare so i keep away from it. If you have a specific goal in your head you have other options. For example if you want to import it in UE4, you can use mesh decals with pom. Even if you still want to go through the traditional workflow of baking down from hp, you can have floaters in the hp and have…