I found several Max scripts that seperate all elements to objects but none of those keep the mesh normals. The only workflow that keeps the normals seems to be this: -Clone the whole object -Edit mesh, delete everything but one of the elements -Repeat This is for Destructible chunks that I need to import in UE4 seperated…
Hey guys, I'm using Substance Painter to texture my shotgun model and came across a problem: 1) I would have a folder for a group of objects with the same material like the barrel of a shotgun along with the under barrel in the same folder. 2) I would have the barrel and underbarrel seperated within the folder(different…
I'm an old fashioned person. I like my diffuse, but I still want to try all this out. I've tried making a spec map, a bump and a normal map. None worked. I use all default max 7 options. except for the viewport and the textporter script. My spec map was looking like other peoples spec maps. I wanted to achive a look like…
Hello guys, I'm currently facing a problem with exporting from zbrush and importing to Maya. whenever I import the model, it shows in the outlines as several elements as if it's shattered. the second question , is there any script for maya to find the unwelded vertices or the coincidence vertices and such errors?
How can I replicate this texture featuring holes in walls that expose the bricks behind the stone? Should I create it on a trim sheet, utilise decals, or actually model the broken sections? As I have not attempted this before, any helpful references or tutorials would be greatly appreciated. Thanks
Hello y'all! Hope everyone's doing fine It is true that every individual works different and gives a difference performance when it comes to draw/sculpt. How much time do you guys need (with or without breaks ,or all together) to finish an artwork? For example I need from 3 around to 5 hours to finish a artwork but in case…
So I'm modeling a gun and I DON'T want to bake high poly to low poly, I just want an efficient and low poly model full quads, and NO subsurf will be used. In that case is it ok to separate parts of my mesh or is it counter-productive performance-wise once in a game engine? Obviously once imported in an engine it would be…
Motz, I think violent rap culture is more of a symptom of the problem than a cause of it. That's about as silly as saying that Marilyn Manson is the reason those kids in Columbine shot up their school. I don't think there's much evidence to support your argument. There is, on the other hand, a whole library of evidence…
This is a thing I started sketching a while ago, it's been a sort of go to project to open up and push some polygons around when I don't want to deal with my "main" projects. It's a redesign of Corporal Hart from timesplitters 2 in a more modern / realistic style. I don't really do a lot of sci fi so this is a fun change…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…