Welcome to Polycount :) Intersecting geometry is usually ok. Non welded geometry is ok in 99% of the game engines out there. Deleting faces not seen by the player is ok. Rather than rely on booleans or pro-booleans you should learn how to merge up different pieces of geometry with the other modeling tools you have…
bake 16bit textures and 8 bit and see if there is a visible difference. if no difference, go with what is lighter. keep a save file of your baking setup right before you bake, just in case you learn something new in the future and decide you want a different size texture, then you can easily do so. as for outside pieces,…
hate business that intentionally fucks over their customers. fuck them, i hope they burn in misery. i had a Gold Gym membership and also tried to cancel. they are such scum bags. i was talked into getting it with two other co-workers and i was thinking i could make that happen... used it for 2 days, ha. i never really used…
Hey, I'm not a game dev, but I would guess that 99% of games devs would be able to identify where the dust comes out of a 4x4 driving on a dirt road (the tires). The more people see AI, the more they will be able to identify AI, the more they will be pissed off to see AI.
not sure if anyone is still following this post, but I have had all the same problems myself, and after a lot of research and tinkering this is what I have found.> using transfer maps and mental ray together requires a lot of steps necessary to get mental ray to communicate properly with maya. I copied all my steps into a…
Put on your poncho... Batch Render: * Using batch render hurts my brain in so many ways. * You need "active time segment" or "range" selected in the render set up (totally differnt dialog box) if you specify any range of frames in batch render. If its set to single it will render all the frames to a single frame…
Hello people, been playing with Maxscript for a month, full time :p it's great and all, but there are still a few things I don't get :poly127: Like this problem: This is a reduced but valid i think version of my code rollout myRollOut "My Rollout :D" width:216 height:462( include "$scripts\myRollOut\UI\SelectCharID.ms" --…
Goals: Addendum One thing I forgot: Once I have all of this working for dbuffer decals, I like to implement it for regular deferred decals, too. I actually started with those, but getting them to blend with instead of overwriting underlying materials turned out to be more complicated than I thought. Once I'm more familiar…
I can't speak for everyone, but the sub-D stage is the mid-point. I use that mesh to generate the base high poly, and LOD0 by removing unnecessary verts/edges. Unreal generates usable LODs 99% of the time.
in short: how exactly does the irritating uvChannel work in 3dsmax,- cause I got lost in its logic cant automaticly store/ recieve data. the long run: been working on my UV scripts and trying to bang my head into the channel stuff - but all I get is non working results. Each time I edit specifically a certain channel…