The secret is that each scene node that exports is also a bone... and if no skin is applied then each vertex is, by default, weighted 100% to the bone of that node. The one challenge with taking advantage of this is when you want to export a collision mesh too... the collision mesh needs to have each element mapped to a…
UPDATE #2 Work Time : ~7 Hours Yesterday and today have been a bit special. First, I finished blocking out the scene, caring a good deal on the main volumes. I'm pretty close to it now. Then, I Tried to figure out some workflow to get the job done faster on these very repetitive wood slabs there's in this scene. This is…
So I'm pretty far into the modeling and that's going swell. I've been following Vaughan Ling's awesome set of tutorials creating a Braun HL70. (And I made a motor for for extra credit) Now I'm into UVs and boy do I need some guidance. I feel super slow here. In Max, I'd typically use a lot of hot-keyed Quick Planar…
* Randomizer HD & All My Other Scripts Has Been Combined With ToolSeq UD. * Functions Now Supports All Actions * Indirect Now Supports All Actions * Materialize Mode * Clamp Or Return Feature To Prevent Exceeding Values For Parabol & Analog Functions. * Pre-Configured Sets Feature * Vertex Paint Feature * Bevel Feature *…
I am far from an expert on displacement maps, but assuming (from your comments about the normalmap) that your Mudbox and Max model have identical and correctly defined uvw's - could this simply be a resoultion issue? My limited experience with displacement maps has led me to conclude that they don't work very well at all…
Howdy Howdy, I have been working on the statue, and I am almost done with him. Shapes are coming along, the only thing left to do is the lower body, hips and legs. Then I can move onto uv'ing this guy. I have vertex blending setup on the rocks to allow me to place in the different ore's I want to inside the rocks to make…
And he's right. Look at old NES or C64 games. I'm not saying that these games all hold up, but you have to look at what they actually did. Devs pushed past weak hardware and strict limitations to make their dreams come true. And the limits they couldn't bypass ended up influencing their creative decisions in some…
Zbrush only lets you paint RGB vertex colors. Even 10 years ago this was a shortcoming; if you needed a specular map for your material then you would either have to paint it as separate polypaint (and without a preview of what it actually does to the material), or just use Zbrush for the color map and use that texture as a…
Ratteler: Some people prefer quads these days because an all Quad mesh subdivides much cleaner than a mesh that contains tris or n-gons (polygons with more than 4 sides). Subdivision is primarily only important when doing high-polygon work (for prerendered work, or normal mapping). Some low poly artists (myself included)…
Hi Rufuss, and welcome to Polycount. You've made a good job and I got some points to push it a bit further if you like. A. There is a smoothing error. Control the topology. You got there 6 edges converging on a single vertex and it can cause too much surface stretch. Add edges to avoid such poles. B. Check the hard curve…