Thank you for great reply Santewi! :D So after posting the question I have made some progress (before I saw your answer) Issue 3: I have managed to create some good trees (well 1 tree) that fits the environment well, I made a norway Spruce tree and I am looking for other trees to fit in with it. So that is issue 3 fixed…
I started to unwrap the head and straight away am not sure how to map the hair buns.. These are the rough approaches i have tried (all untidy, but you get the idea i hope..) 1# the most space saving, but most warped.. 2# less warped 3# almost no warp, but awkward map (i could save more space by placing parts of the map…
A. Yes you can, go to the Terrain modifier and you can be able to paint terrain. You can also import height maps to make the terrain. b. I dont know about 3 textures? Do you mean 3 textures in max using multiple channels like 1 brick 1 concrete? If so then yes. If you mean vertex painting you can do that I believe with…
It does, thanks alot :) Yea i can definantly see how it would be easier to just create 1 window, and then unwrap the frame to use for all of 'em. And then unwrap the glass and just copy it 3-4 times, that way i could have 4 different windows with just 1 unwrap and 3-4 copies of the glass :) But what about the building…
Neox: I haven't dove deep into the functionality yet but Substance has photoshop layer export functionality. Mostly Substance Painter has been my go to for modern pipeline so: 1.Max: basemesh (an optional step) 2.Zbrush: sculpt 3.Max: retopo & UV 4.Substance Painter: bake maps and texture ( I haven't noticed much…
1,3 or 5 for me. But It's hard for me to decide. I'd say 3 because it is really interesting setting and a nice combination of organical and hardsurface work. But also I'd say 1 because I haven't seen some nice submarine hangars for a long time. Maybe the overall look is too blueish, but one could work on that if necessary.…
Sorry to dig this up from so long ago, but just to re-iterate, from my exp and perspective, It IS right. I've seen a LOT of character art tests in my career so far and its an overwhelming bias to one side im afraid. Many of the unqualified applicants arent unqualified in terms of experience or education - hell some of them…
I did a quick test with a FBX file made in Modo 501 with the latest December 2010 Beta version of UDK. There are some issues: 1. Smoothing groups appear transfer over properly with both FBX options. That's good. Unfortunately with Autodesk FBX the vertex normals appear to be messed up somehow. 2. My object has 2 unique UV…
Hi kunalht, I would like to amend a few mistakes about the US immigration policies, as I am going through them myself. First and foremost, the most reliable source of information about the US immigration is the US government website: http://www.uscis.gov/ Rules can change every year, and there are a few law proposals that…
Mental Ray AO has very few settings and they're only found in the RTT window. MRAO doesn't factor in things like materials or lighting, its straight up proximity and angles between geometry. So the skylight and the materials you added was just pointless and you can stop trying to tweak that stuff. You have three options:…