Looks interesting! Nice diorama, getting some material definition would be nice. Also..Use Keyboard Shortcuts, 3d max scripts, plugins, configure modifier sets...There's a lot of ways to make 3d Max a faster/ more efficient work environment. This goes for all programs..if you use it on a daily basis learn/configure those…
Now the generator is completed with a last floor and a short end sequence. I also experimented with a script that animates lightsources and has the ability to spawn particles.. Therefor I added some broken cables to try it out ;) See if you can reach the ending in this Webplayer Demo EDIT: OH! I tweaked the controls to…
Yes its definitely possible. This guy is pretty talented - (not as much as me however :) ) and made a good trailer. This is why everyone needs to take time out of their busy schedules and learn and practice scripting and programming so you can at least trigger and control animations in game and use logic and states. Whats…
It will take time. It took me about 1/2 years to really 'get' CG. For it to be second nature. There is also nothing wrong with going down the Technical Artist/Director route, unless you are averse to rigging and a bit of scripting. There you would get to do some modelling and animation, that field really varies, you are…
It was. I was drunk and I got pissed off.Anyways, I dont think there is, unless you make your script. You can also look this up on google. There is also the import textures and materials option upon importing but that wont work well with reusing. One more thing is to make instances and then you don't need to "connect shit"…
You could have duplicates of the export preset just with a unique suffix for each version; that seems easier than renaming the mesh. Or just export to different folders, but that gets messy fast. If you were going to be doing that a LOT you'd want some automation; like an export script to toggle the appropriate layers,…
For exporting from Max and maintaining relative position/pivot, check out this script by Tom Shannon: http://www.tomshannon3d.com/2014/07/tstools-first-release-ue4-mass-fbx.html Just reset everything to 0,0,0 in UE and your scene will be exactly as it is in Max. Also, in 4.12 I believe you can export an entire Max scene…
Check if the mesh is actually defective (vertices or faces overlapping or twisted) or, more likely, if you are seeing the results of smoothing groups. (Zbrush doesn't used those, I think). Remove the latter or apply automatic ones with a lower angle threshold. You could also try to apply area/face weighted vertex normals…
You could try selecting it on the mesh itself (outside the uv editor) with loops and rings to get your edges then turn uv-editor on and you'll have them selected. You could also try texture tools plugin, maybe it has some selection stuff in there you can use:…
Nice one perna Going to editable poly directly and keeping intances. Cool. But you still have to collapse instances only and not together with the non instanced objects for things to work right. Turbotools has a smartcollapse script that will do the job. You can use afterwards the turn to poly trick on an instance to go…