Try clearing the Transform and Scale under the Heirarchy tab. Apply an Xform modifier or reset the Xform of selected under the Hammer Tab. If you modelled from a plane, it might be stretched in a flat way, where it might be thicker at certain viewing angles. Imported models can have similar glitches where scale is blown…
[ QUOTE ] You can do that now... kind of... Just select multiple objects and apply the Edit Poly modifier. I suggest creating a "Named Selection Set" if you want to come back later and work on them all at the same time. [/ QUOTE ] That seems like a bit of a hassle... but it's better than nothing. Thanks for the tip
I love the "Iron Helix Refinery Control Center" (boy that's a mouthful, hehe). All of your stuff could use a ton of optimization. It looks like the meshes you'd apply a turbosmooth modifier to. Some of the most obvious places are the planar parts of the bridge, the ramp and supports for the roofs on the modular bay, and…
Do your smoothing groups match according to the UVs? You usually only want hard edges along UV seams, and smooth everywhere else. I would also recommend making a cage, as it can have a substantial effect on the quality of your bakes. I believe the Push modifier will make a cage pretty easily in Max.
The 3rd person controller prefab is butt. I don't like how the camera reacts. Not a knock on you at all...and I sure as hell wouldn't know how to modify it. Pretty cool. Even though you are using the default terrain stuff for most of it...i just kinda dig cruising around at night through the tall grass.
I applied vertexpaint modifier on top of editable poly and then painted away. Should I have applied vertex color map first? Sorry I've never used vertex paint before...I don't know the procedure. I thought if I painted my verts and then collapsed the stack it would become a multi-sub object...
It's very specific to the model, the project, the animator and the persons rigging ability. Most of the time people like to automate the secondary motion stuff like Eric pointed out. There are a few other things you can do to simulate some kind of secondary motion, like use a flex modifier or a spring controller, but that…
Are you seriously expecting green goblin story? Actually it happened in the third part I believe when his son found out his hideout and he modified the costume to have revenge. I think. But a solo origins of the green goblin are far out of the movie scenes, so I dont see them happening.
Couple shots of high poly model. At this point, I'm fighting with smoothing groups and beveling edges. I've tried to create it as non destructive as I can. Using booleans, and bevel modifiers instead adding supporting edge loops was my main workflow. As I'm new for all that all support and comments from you guys will be…
Yes, this is very old school. I used to do this years ago in Max long before S Painter. I would use blended box mapping for a tiling material and project planar uvw mapping modifiers to be painted in PS over a UV snapshot to different uvw channels for unique texturing detail.....thank you Allegorithmic.