Hello. I'm trying to do exactly what the title of the thread states. I have a plane with black and white vertex colors - think of a height map. The plane contains 4,225 vertices and 8,192 triangles in it. Basically, it has 64 x 64 segments on length and width. Depending on the color, that's what gets saved to that specific…
Greetings Is someone here who is expert of normal mapping? Because when assign muscle normal map to model ive had some vertical line across body Default normal map body [img]https://i.imgur.com/RnTTgZ9.jpg[/img] and with muscle normal map body [img]https://i.imgur.com/Q0BPDfz.jpg[/img] im 100% sure its not 3D model fault…
Hi guys. This is probably a very common problem, but I can't find any useful resource on the web :/ I'm building a script that check the visibility of all the faces of a model from a certain camera angle and deletes them if needed. In this case 'visibility' is just testing if the face is 'facing' the camera, not an actual…
Hey everyone, Ive been waiting for this day to finally show the world what we at Moon Studios have been up to! Over the past four months, we put together a small independent games studio and immediately started working on our first project: WARSOUP. WARSOUP is a Realtime Strategy First Person Shooter - Were combining the…
Short Hairs: Modeling: the best way I can think about is to create some little plans with planar uv, texture them by base hair texture and put their instances on the head by object painting. am I right on this? Medium hairs: Modeling: to use strip tool in 3ds max and paint plans on the head, tweak them manually by moving…
Hi Polycount! I just started a new environment this week. Inspired by the Taktsang monastery in Bhutan, I'm going to do a slightly different take and put mine at a much higher altitude. Some personal goals of mine: 1) Experiment with a non-conventional, non-modular UDK workflow. Unique geo using mostly tiling textures. 2)…
I have started planning a texture layout for a building, and I am aiming to keep texture lookups (and thus draw calls) as low as I can, with horizontally tiling textures. For my needs right now, I have 2 1024*1024 textures, one with a tiling wall section and one with a bunch of different paneling & trim pieces (think sci…
I use 3ds Max 2014 and ive been getting weird glitches in my scene (vertices exploding off screen when I apply a turbosmooth modifier, and crashes when I use some edit poly functions) I just restarted for like the 5th time, and suddenly all my UI settings are gone. Keybinds, modifier sets, Utilities menu all reset to…
I feel like this is supposed to be a really straight forward procedure. What are the conditions in order for this to work? I'm just doing in Maya 2017: 1.select UV of the UV I want to merge with context menu > UV > drag and select all UV vertices in UV editor 2.select "UV Sets" at the second to last menu option in UV…
Hey guys. Basically I faced the issue with baking normal map in xnormal, so that is what i have on particular model of tree: . Maybe, maybe I've chosen not the smartest way of making model but I used tutorial and basically made high polly of tree, then made low poly from it using low resolution zremesher. I just started…