There is already quite a large thread on the beta release of this. https://polycount.com/discussion/164957/pixaflux-pbr-texture-composer-open-beta-testing A lot of the node based things that mimics curves behavior in Maya or Max are very helpful for custom insets and design work. I've done some engraving in it for pieces…
those "spikes" on his back are not gonna come out well at all once you start animating the back and tail..since they are not part of the same mesh as the rest of the dragon, they're gonna be sliding all over the place once you start animating/(offsetting) the vertices which make up the body. I had this problem with the…
I was wondering if I could get some help. I'm experimenting with the high poly to low poly process and I'm stuck on a issue regarding my normal map generation. I've created a shape that is basically an extruded box top for a piece of real world lab equipment. In the normals however there are gradients everywhere even…
Thanks for the feedback man! A lot of those edges are due to just wanting a nice silhouette. From that angle, the grip looks linear - but has a slight bend there (but more importantly, edges are there to support the skewing from the knurling floaters). I agree with the trigger though, that's always facing away, could be…
Regarding the wobbly normal maps, if you import with an alpha channel of the UV shells you should get decent results as the black areas of the alpha channel are pinned to flat. Currently we don't have the ability to explode meshes within Knald itself, but it's on the list. If you want occlusion between all the high poly…
You can do something following: Let's say this is the script with the rollout and the button that you want to press: <font class="small">Code:</font><hr /><pre>rollout testRlt "Test Rollout" ( button testBtn "Press Me" on testBtn pressed do (print "Button pressed") ) testFltr = newRolloutFloater "Test Floater" 150 60…
ok so i got it down to 1813, your original was 2949. basically what i did was get rid of your built in windows. i recreated a single poly behind them. and just had them push through as a floater. i also redid the top of the tower itself, the bars are thin enough they can be done with an alpha when you texture it. same with…
Yet another gun thread - Unique, I know. Been working on this on-and-off for a little while now, got the hi-poly of the main weapon mostly done. Thinking of making it into a Fo4 mod, so I'm working on making it pretty modular. Excuse all the floaters, they're mostly just temporary. :smile: Some of my references Wire frame…
hey don't beat yourself up over it. i do agree, you could have bitten off more than you could chew. but assuming you are to continue with this... can you post the high poly? it will be helpful for crits as its hard to go by at the moment. but its certainly lacking a lot of detail thats in the concept, i assume this is…
Mark knows his stuff so consider this an addendum . 4 - 7 : Max's snapping is more powerful than Maya's, it's a little inconvenient when you're used to holding down a key to turn it on and it does take a little time to get your head round it but persevere and you'll be cursing Maya for it's snapping ineptitude in no time.…