Also, texture-wise, no matter how high res the source, if the uvs only take up a small area of the sheet then the res will dramatically reduce on the final texture. Make sure the source texture has no lighting/shadow information or is polarised at source. This is important in the modern PBR workflow as the albedo map is…
I just came up with another silly question for you guys. I've always worked on Windows (currently 7 64 bits) and I've only recently tried Mac OSX and I'm now jalous of the default image viewer this OS have. by default it read .psd .tiff .eps .ai and with the press of a button a can have a quick look at the file. this could…
thanks guys ! :) I really appreciate your help. I wonder if you guys could share some more information ! I am going to rig the characters with biped. I found that if I add some extra bone with default biped then the animation will be good. because my characters are little complex. how many bones can I use to run the game…
Thanks. Well, you got the link to the model (I think, you may have gotten the UT2k4 one by accident, but it's pretty easy to read filenames..). The tutorial can be downloaded from here. It almost goes back to when I first joined (and it was a big help for me back then), so I don't know how much it applies to current work…
I wanted to post our development roadmap for users to comment on allow for a centralized place for suggestions and feedback. 1) Add support for user editable default settings. This will take the form of a default HPB file that the UI loads on startup. 2) Add support for baking texture data from high poly models 3) Improve…
Well, after far too long, the Roman gladiator model that Poopinmymouth and I started weeks ago, is finally ready for download! Thanks to all of the Polycounters who participated! *** Click on any of the images to download the model! (4.9mb) *** Enjoy! In the interests of keeping the download size to a minimum, I excluded…
I tried to look into your files but I can't open your zbrush tool (you're probably using a newer version than me, i'm on 2021.7.1) So I tried some test using Akin Bilgic's files to generate a displacement map and render with arnold in 3ds max (I'm on max 2018...so whatever version of arnold that is) Truth be told, I don't…
Takes 2 seconds on google :) Thing is, mayas default is called angle and area weighted. I think it is not the same. It lowers the amount of low poly shading vs for instance 3dsmax but i think face weighted is still different and "better" when used on the right models
You need to save it to the default place max saves the UI files as maxstart.ui or whatever its called, thats normally in the 3dsmax folder/ui I think. If you have it saved/loaded somewhere else it will load the maxstart.ui file every time and because it was never overwritten you end up with the old default. It should…
In default Max, there's a little button down in the bottom left of the Unwrap UVW window which toggles the coordinate entry between "Absolute" and "Relative". Toggle this to Relative first (it's on Absolute by default), then select your UVs and type "1" into the little entry fields down in the bottom left, then hit Enter.…