Ok cool thanks. I was thinking how one would create an edge loop instead of using the Editable poly's vertex CUT tool. Thanks for the advice, yes, the chamfer does tend to ruin the topology in certain cases (especially corners). Damn, I need get hold of some highly detailed 3d mechanical object's 3ds max file and see how…
Well to be fair it's not really the role of an animator to worry about finer technical aspects of modeling :) But yeah overall when working in a team your best bet is to always assume that something that you feel might go wrong *will* indeed go wrong. The next step is to write down very precise instructions and checklists…
Select your object then hit the insert key. This lets you move the pivot around. Now the trick to get it aligned to an edge is to hold the C key then move you mouse cursor over to the edge you want to snap to. Click the middle mouse button and move the mouse slightly while holding the middle mouse button. The pivot will…
How it looks in photoshop's document has a LOT to do with how your lighting is set up. It doesn't handle vertex normals like some game engines do so its a little more susceptable to displaying the seams... Biggest suggestion is to be on your 3d layer, click the 3d scene button in the 3d pallette, the click on "render…
[ QUOTE ] Just making everything in the entire game fullbright probably wouldn't look very good - you'd have no layering to add depth or cast shadows to ground any dynamic objects. It would be like making paper cutouts from an awesome painting and moving them around. [/ QUOTE ]Using vertex lighting in a sensible fashion…
My guess is max needs the correct information before going : "ooookay I see you have two identical pieces of geometry here, no problem Ill just duplicate the UVS ya got there". If even one vertex/verticy if un-welded, all of a sudden max has no idea what to do theres not really a difference between stitching and welding.…
rollin> thanks. hijak> Mental Mill is loads of fun, but still lacks a few things. The emissive is just additive? The "glowish" fade is in the emissive bitmap, not generated by the shader. So it's nothing really fancy. You know how to get transparency working? I'm quite limited to what Mental Mill lets you do since I don't…
Try tiling textures and reserve your one offs for smaller more significant objects and far off vista's. You'll work faster and it will look better and less blurry. I usually find it helpfull to make textures first. Solid generics, trims, floors, floor trims, etc. This way you can focus your high rez bakes on fully tiled…
Ah yeah, cool tips Ryan. Here are the pics I promised. I forgot we used 8 pixel pads for the 512x512s, any less and we had bleeding. We had this hand-painted cartoon-shaded look, and we wanted the blending between the tiles to also be in the same painted style, instead of the usual vertex-alpha blend. So the Lead Artist…
i usualy just go through the model by hand and clean it up. i also make sure and sub-divide the model in max, because i find that zbrush's sub-d algorythm (how do you spell that damn word anyway) is a little strange.. i also find that zbrush is reaaally picky when it comes to your mesh. all sorts of little imperfections…