I agree with dii the tri count needs to go way way down in the treads/wheel. And floaters are definitely your friends. Not only does it lower tri count but 90% of the time it also greatly simplifies the modeling as well. Also it may be good to include tri counts rather that vert counts I know that 8-10k tris is a decent…
Vig you were right! but missed the point that you have to use the arrow keys to bring the menu back on screen! "You can either edit the 3dsmax.ini file which contains the positions of most dialogs (incl. also Material Editor etc.), or use the Alt+SPACE+M trick which is much faster. If we are talking about the Render Scene…
I had this idea in the last few days: it would be a maxscript creating some floater in which one could take snapshots of Bounding Box selections of the UVW editor selection with a exact screenshot/ thumbnail of the Texture within that area. This would be useful if one works with lots of different Tile Sets in 1 texture…
I am a bit new to baking and normal maps so bear with me if this is a stupid question. Recently I have been working on some game assets and instead of baking from high poly to low I would just use the lowpoly UV map to generate a simple normal map with ndo. Then I would "handpaint" all the smaller details and tweak it. I…
None of these are and none of them are better all around, they all function in different scenarios based upon how a game is being built or any project for that matter. There are also several other methods you didn't list that have their use cases. Method 1 is usually not just by itself most of the time there are…
nice attention to detail man, the screws on the EO tech need work. Racer i see that chart thrown around a lot on here, obviously since you made it your the person to ask about it. I was hoping you could expand on it a bit why you dont think its ok to have the realistic edges for a fps gun that is going to be seen so close…
I would go with a floater for the text (Simply small quad planes on both sides). If you put it on an extra texture you could also allow the player/system to change the text without needing a complete new texture for the gun. This would be four additional verts for each text, and as you can mirror/re-use it, only a small…
lowpoly meshes are something entirely different, and i agree you should triangulate them, but quad only for lowpoly makes even less sense than for highpoly, as in engine all will be tris. don't make it a rule! 5sides ngons can work great or can be horrible. Any N-Sided polygon with more than 5 sides can easily be cleaned…
So Im starting to dabble more into environmental artwork now I decided to work on a modular urban scene , my goal is to be efficient with both my modeling and texture use and have it in unreal ready. Im having a bit of a annoying time recreating this particular view...and I had to find refs of these kinds of houses Via…
I am actually not pursuing a career in 3d art, but rather aspiring to become a Level Designer. I spend most of my time working in UDK, Unity, or various Level editors making maps. With that said I love everything about 3d art and have enjoyed learning how to use 3ds max. I originally used max for blocking out my map ideas…