No such things as too much edge padding, its a ridiculous sentiment. When doing the exploding, you should keyframe your objects. Object mode for highpoly peices) and vertex mode fro lowpoly pieces select by "element" in edit poly). Then add a keyframe at frame 0, and one at frame 10. If you're exporting to XN or something…
I had this code that worked untill 3dsmax 2020, but I can't get it to work now in 3dsmax 2021 (and probablty 2022): fn priv_proboolean_Extract_pressRadioButton_2018 rbName state = ( local properRb = false local BN_CLICKED = 0 -- clicky message ID local BM_SETCHECK = 241 -- checkbutton toggle message ID local WM_COMMAND =…
Im using tiling textures on large rocks (think cliff faces) and there is a common workflow where when you still need to have edge wear on large rocks, you use masks in conjunction with your tiling textures so they can blend better. Then on a separate texture map you have masks for edge wear, AO, dirt or whatever else.…
Elseware Entertainment: Recruiting Talented, creative and most importantly, dedicated people of all skills. WarCry: Lords of War Brief description: Project WarCry has been in the works since Nov 1 2007. It has two main goals: The first is to build an RTS game that is targeted for the hardcore strategist. There will be a…
I'm doing some freelance work and it involves rendering a product into different parts as layers. The layers are assembled as one product and uploaded into a website where the user can manipulate the layers with different materials colors etc., My contractor had a previous developer write scripts for the rendering process…
=> Have you tried to parent constraint Cube to rect A, then Cube to rect B? The result is the cube is parented constrained to rect A and rect B at 50%. Then you have to keyframe the influence. yes, at 50% you get thet spring effect, and you move influence to 100% and 0% depending on which you want the object to follow. but…
Greetings Everyone! I'm Stephanie from Ninja Vault team. Some of you may have known that we're currently working on a 3D Action RPG game called Parachronism: Order of Chaos. It is now almost done (I'll show you the progress below). But we still need more members to make it complete. First, here are about the game: THE…
Many people have probably seen this guy in my normal map tutorial, which is now finished, see this thread for the tutorial. http://boards.polycount.net/showflat.php?Cat=0&Number=53429&an=0&page=0#53429 This was my art test for Neversoft. I had to make the character under 1200 and the accessories in another 400. I used…
Hello. I've been trying to troubleshoot why my collision mesh won't export properly. None of the forum post and tutorials I've read/watched have revealed what I'm doing wrong. Here's my mesh in Maya: And here's it with the collision mesh: I've set all the pivot points to 0 0 0 and made sure that the geometry is sealed. But…
According to this guy: http://forum.unity3d.com/threads/albedo-charts-for-pbr.276664/#post-1836486 Microsurface and metallness is engine-dependent, while Albedo and Specular color values are engine-independent - ie the albedo value for gold in one engine is the same as in any other engine. Is this really correct? Because…