I created my 400k low poly meat-stand in Maya, and then I UVed it stacking shells of objects that I duplicated on top of each other to save space in UV map. Then I went to ZBrush to add some details and smooth objects. I sudivided objects that I modeled, but then reduced polycount in decimation master. I didn't rename…
I have stumbled on this interesting phenomenon and while I think it is very interesting, I am unsure how useful it is. It started when I was animating some mechanical objects without rigging to see how they look in motion (was just lazy), I combined two objects after I animated them and to my surprise the animation…
Err... objects with 100% self illumination cast shadows on other objects, they just don't receive any shadows. The stick on the left is 100% self illuminated. You might of turned off shadow casting for that object in the objects properties. Or turned off receive shadows for the ground plane? (Select object, right click,…
if you look up how to duplicate along a curve in maya you will see there is no simple dedicated method even in 2024. The go-to method still seems to be MASH. MASH is good because it gives you all the flexibility you could want, however it is a chore to setup and has a ton of disjointed parameters you have to tinker with.…
Heya people. I just joined the forums and am fairly new to modelling with only 2 months in. I wish to ask some questions about polygon count in games though I think you guys are quite sick of that topic already. Firstly, how much polygon count could a game scene have, especially for high end graphic cards like the GTX 780…
some other flags I like to check on dynamic objects in UDK: Synthesize SHLight ... ON this will attempt to recreate spherical harmonics ... generally makes the object look nicer / do some cool bounce light effects. Use Boolean Environment Shadowing ... OFF UDK uses two lighting models; one for objects in shadow and one for…
I've made a setup like that. Basically I let the IK conrol for the hands follow the object in question and animate the position of the object. I have the IK control of the hands parented to a locator that has a transform constraint to the objects bone. That way I can animate the position of the hand freely even when it's…
Most probably it's from some non tilable gradient or 2d transform in Designer but nothing you couldn't easily fix just in Photoshop pattern preview and mesh transform on a smart object if searching through Designer graph is too much of a pain. Sampler has some automated tool too but imo works so so.
I've used both, I mostly use ProBooleans now but I use regular Booleans out of habit or because some custom maxscripts/interface buttons use it. I'm sure over time people will update their UI tools and I won't have to use regular booleans any more. ProBooleans is a really nice refreshing upgrade to a feature that did need…
Because the object was scaled non-uniformly. in the future when you scale an object it is wise to do it in "Sub-Object mode" like element instead of "Object mode". This is why its important to reset the scale, Hierarchy Tab > Reset Scale, or like Neox pointed out nuke it from orbit with the Reset Xform utility which does a…