Yeah I noticed that the project save (file) gets big fast. At a file size of greater than 5Gig the file will refuse to open, so now I have a standard project file saved in the ZProjects file folder that has the settings I like. Its good for standard modelling and texturing and I just use the tool save which keeps the file…
Looking for a MEL script to change grid size in Maya by powers of 2. Its annoying to go through this manually every time I want to change the grid size when working on modular sets. Anyone know of one? Im pretty useless when it comes to programming it myself.
@Zlivingston Np :D Bend is your friend though sometimes you gotta know if you should bend first or bend after xD That bot is looking so good Make sure your 8-sided cylinder has the size as close as possible to your high poly, also make sure to smooth the edge normals (it's on the shift right click menu while on an edge)…
Last time I bought something there was an exact physical size of a scan in meters. kind of 1x1 , 2x2 meters, 4x4 meters etc. I can say even 2x2 is too small for my environments unfortunately so I was wondering if bigger ones appeared. Resolution tells nothing to me . I don't need every microbe there but I do need bigger…
Say I'm rendering out a 2048x2048 texture in Xnormal; would the largest bucket size (512) be my best option? Do I get a better fidelity if I use a smaller one? I'm a bit confused on what exactly the bucket size means...
Here is a paintover, hope this helps. This is basically how I would visualize the low being modeled just by looking at the concept. A few very important points to hammer home here: 1. Do not model the surface detail in your low, let your normals handle that. You could add a few more loops to get some extra detail on some…
Michael Abrash has posted his slide set from his talk on virtual reality at the Valve Dev Days event at his blog. As he notes, it also includes all the text of his talk as well. Joe Ludwig’s slides, he also discussed VR, are also linked at his blog.
I'm having a little problem in 3ds Max. I recently started modeling something and I accidentally re-sized the high poly and didn't notice at the time. Now I don't know how to fix it to make the normal map. Is there anyway to make the high poly and the low poly the same size?
First time mirroring a character to save texture space and I've come upon the seam that runs down the middle of the character...as well as incorrect lighting on the mirrored side. Ok, I searched through alot of posts and various sites for hours before I decided to ask here. I went through numerous trial and errors 1.…
hey there. i want to hide an element under "edit poly" so i choose the "hide selected" button. after "unhide all" the hidden element isn't selectable as vertex anymore. thanks.