So today was a slow day, I have made tree different meshes for the body of the latest muzzle break, but am not happy with the result, so here are a couple of images showing how I solve the topology for high poly right now and you will notice that after I apply subdivision surface modifier, the top slightly bulges out. Any…
Thanks for the advice and links! I wanted to see how much better bone placement can do before I start modifying the mesh, but obviously that needs to be done as well. As for the animation itself - it comes from a mocap file (that test too) and I'm not sure if I can affect that very much - of course I should check the…
You have an example of what your working with? I make all my wires/cables straight for the most part; for ones that twist and have weird bends in them I tend to use the path deform modifier. I'll lay down splines of where the cables/wires go in max and use them as a guides to deform my actual wires/cables when I get to…
You're right, the church could use some more foliage to make it more interesting. I can see that UDK skySphere from a mile away, I'd use a custom one or at least modify its attributes. The WIP should be tossed or finished before presenting the folio to an employer, also a website note - the MP5 and Pirate Fortress links in…
Bit of a long shot but try Reset xforms and converting to editable mesh and then back to editable poly. Also make sure you don't have any overlapping UVs. And that your high poly meshes are included in the projection modifier. If no one else can help you with this you could just try Xnormal. Or upload your max file and I…
Hi @dGreenberg, thanks for the input, I have a fair amount of reference for the design, but only a couple for anatomy. I manly used a model I found from 3d.sk and modified her height, etc. I've notice I usually smooth off the muscle definition too much so its something I need to work on. I'll rework the anatomy before I…
In max, add a Turn To Poly modifier on the top of your stack. Check the box "Limit Polygon Size" and set the "Max Size" to 3. Export that. This is called non destructive triangulation and will prevent you from making the triangulation permanent. We do this because the .obj export will compute how the triangles are arranged…
@Sunray here you go! https://vimeo.com/191970010 just made video where I recorded how I usually paint my eyes in Zbrush. I used the toy plastic material and apply a wax modifier on it. I dont use the painted stuff for my final textures so this is just for preview purposes. Its not final by any means. Hope that helps!…
Thanks for answering, unfortunately i have no ideea how to modify what you said in Cryengine. I can't seem to find a good tutorial on this anywhere. The texture is ok, it works on their vegetation material so there must be something with my material, i just don't know As a work-around i aplied their material and switched…
I second Substance Painter: https://support.allegorithmic.com/documentation/display/SPDOC/Flow+map+painting Have yet to test it in complex circumstances but, so far, it seems to be working well. I've seen others do it inside MARI so there is that possibility as well. There are more workflows on…