I've been working on this bunker for a game project me and a few other guys have been working on. No normals, no specular, 512 x 512 texture. Sort of WIP, but I'm probably not going to get a chance to add a few more details I want to, because I've taken longer than necessary to get this done and they probably want me to…
I had problems using Max 2012's standard viewport lighting. Maybe you have the same problem too. If your are also using max 2012 try this: click the [+] on the top left corner of the viewport -> Configure -> Lighting and Shadows -> Use default light and switch from 2 lights to 1 light.. maybe this helps
Here I come with some images from character / enemies I'm doing right now: Crawling hand: 2k tris - 512 texture. Same mesh, different poses so we could have a nice variety on the table. Standard Goblin: Around 7k tris - 512 texture Highpoly: Lowpoly + textures Hobbit: Highpoly:
What is the final product? Game or CG movie? 1. Depends on how big the road and the road texture are. If the road is 512 wide and the texure is 512 then no probs. If you would have to tile then you could break the road tile with another texture or if you have them, you could project the lane markers on to the tiled road…
im guessing since that is such a large planar area. you could just use a 512*512 texture and tile it in that wall. you canse use decals to stuff like dirt under the windows and whatnot. later you can do some AO on a diferent UV set since ut3 suports multiples UV sets.
The quality of that video is pretty bad, its hard to tell if the gizmo is actually highlighting the vert or if you're grabbing an axis. If you hover over the center of the gizmo it should unhighlight all of the axis and put a little circle around the vert, then you click and can drag it around. Which is the core difference…
You can hack the TAB key directly into the *.kbdx config file, using tab's virtual key code ( being "0x09" ). Together with the Max internal action provided to toggle floating windows, you are able to simulate the sub-window toggling using the tab key, like Adobe does it in Photoshop for example For Max 2013 and up: simply…
Have you installed the latest Service Pack? Max 2012 had a lot of script problems out of the box. You only need the newest one (Product Update #12) Here: http://knowledge.autodesk.com/support/3ds-max/downloads/caas/downloads/content/autodesk-3ds-max-2012-product-update-12.html
Quick update on the textue, I'm not finished yet; I'll paint some scratces in, overlay a grunge texture and refine the red stripe and the rust on it. If you have any other suggestions, feel free to post them. And here's the diffuse, it's 1024*1024, but I'll resize it; as I know a 512*512 map is enough for a prop like this.
I've been coming across art that's been making use of these greyscale textures as of lately. I've heard of them before being used to generate terrain and they were usually small (512 x 512) but now I'm seeing them being used with more standard material. Are they the equivalent to displacement maps that are used in VFX CG?…