I'm having a strange problem with max 2009. I've modeled a hand with the line tool, and the suface modifier, then edit poly after. I opened the file of my character model to merge the 2 files. When I merged the hand mesh into the character file the mesh was effed up. I went back into the original file to collapse the mod.…
So I have this character I'm working on. I t was made of many different subtools that I merged together into a single subtool. I then proceeded to dynamesh the whole thing so it would be one continuous mesh, and at a resolution of 512, it worked. However, I wasn't completely happy with it, so I wanted to try a higher…
Just saw their boss also came out with a statement of his own as part of the aforementioned letter: "Finally, let me address some of the polarized comments around Ubisoft lately. I want to
reaffirm that we are an entertainment-first company, creating games for the broadest
possible audience, and our goal is not to push…
Yeah, judging from the wireframe: * too many edges * edges/cylinder segments on the inare not evenly spaced, ruining the curvature already * edges are not lining up with the perpendicular cylinder edges Depending what this mesh is used for (offline rendering? game art? highpoly/sub-d model to be baked down?), just start…
Thanks for the reply! So if I understand correctly, only the replaceable parts need to be standalone model files? In my case, the character's body itself always stays the same, and some clothing pieces need to be overlayed on top of others (e.g. an open jacket over a t-shirt), which means I can't simply merge all clothes…
The poly-mirror did not work as expected in-engine, even though in Maya it seemed to. I have adjusted my modularity methodology, to model half of the HP, poly-mirror, and then make the LP based on the combined mirror. Then bake the normals from that. The first test has worked well. I am very pleased with the in-game…
Keep it simple and build it from big shapes to details and i think booleans is not a bad idea. You have to think in the topology from the begining and what you have left when you do the booleans so you can do that for example (in Maya) i would do this: -Make a general cylinder with 16 subdivisions axis and the other two…
To make it easier you can also model with less separate chunks. For instance, what is the reason the buckles on the shoes or on the arm are modeled as separate objects? If you merge those into the shoes and arm respectively that's 3 less mesh chunks you have to worry about explode baking or baking separately. I really like…
How are you using the decal meshes? Are the decals attached to the base mesh? Floating individual meshes? I have the decals as a separate mesh and the effect of the POM just disappear because it seem too be close to the surface of the base Mesh. EDIT: I doesn't make sense them being merged I guess. Although by merging the…
You can use XRef or Import>Merge. I Like using XRef because I can control what to bring into another project. XRef workdlow: File>Xref>XRef Object (Don't use XRef Scene) You'll get a window, the top left button allows adding meshes from another scene. Bring in the mesh you want. Keep the window open, select the object and…