Huh?? As for windows, I just can't figure out how to even make them, so I guess everything? I'm also practicing by starting on 2 meter long spaceships (mostly cause I can't figure out how to get a bigger workspace. The grid area in 3ds Max is only like, 5 meters long) and seeing how far I can get before I don't know what…
@IsparticusI: Thanks very much! And thanks for the tip, for some reason I was under the impression that it was best to have things attached as one object via vertices and things, but that definitely makes this easier, specially with high poly stuff! :) @JonathanLambert: Thanks! I'm not sure which bit you are referring to…
Looks like a padding issue yeah. A slight bake misalignment has added a row or two of unwanted pixels, which have been stretched out by the padder. No fix except cage adjustment (I've resorted to nudging the vertices before too) or manually painting over the misaligned pixels. The workflow I've adopted is to drop AA…
The point is not to shave seconds off the hiring process. The pieces of advice given here are all about suggesting that any applicant should make things as snappy and efficient as possible. Because any presentation that wastes the viewer's time (no matter how small that time is) can be perceived as sloppy and annoying. And…
Alright, so we're discussing possibilities. For the decals you can also cut the geometry so you can map separate parts the way you want. What the software does internally is duplicate the vertices on the seams so you can have different UV coordinates for each channel for the "same" geometry vertex. With this, you only need…
Many ways to do it for sure, but since you asked how I might do it... Assuming all vertical boards are separate meshes, I'd create a trim sheet texture map full of different boards, then place different UV shells on different planks or areas in the UV space. This way each board will be semi-unique. It's sort of like…
I guess maybe like musashidan said I just never really gave it a chance but I absolutely hate ZBrush retopo. Using Zspheres to retopo you have to do everything one vertex at a time and to move vertices that have already been placed you have to switch modes, it's basically the slowest way I could ever imagine retopologizing…
The lumpiness is fairly easy to fix, just by looking at the model from top view, side view, front view and tweaking the verts until you get smooth lines. Your main problem is topology. Right now your polygons don't flow well around the headlights or around the front bumper and other areas. You have the right idea around…
About FWVN Not going to explain Its purpose, other topics have done that. Now how it works in NDMP ? that's a great question billy , well you have 2 Options :smile: FWVN Modifier : Pros : The most efficient and accurate method on the market Cons : Your mesh should be unbeveled :disappointed: FWVN by Perimeter ( This is the…
first off, thanks for the excellent shader. it's guys like you who give freely to the community & promot excellence like this one of the things i really enjoy about my chosen profession & avocation. thanks much (& i'll be firing up the paypal shortly) i've been experimenting with your shader & having lots of fun with it.…