I think you might be mixing up what support loops [in-line edges/control loops] actually are. They pertain to sub-divisional modeling(your high-res mesh) and how the smoothing algorithm interprets the surface based on the topology of the polygonal mesh. They are generally used to control how soft/hard an internal/external…
Oh ok that makes more sense. Yeah just mask the padding or do the padding all at once in post with the photoshop filter. If you're adding in extra elements the photoshop filter is probably best. There is no magic ratio of spacing to padding, this isn't really how it works. The problem is not a particular amount of spacing…
It all depends though. Sub dividing is basically an algorithm of averaging edges on your mesh. If you have two support edges with a long distance between them then they have to average across that large gap which will cause issues with your edge sharpness. I did this real quick to show you what I mean. I highlighted the…
They are welded ;) How I create these boxes/buildings is by creating a series of aligned planes seperately, then looping through the verts and welding them. These buildings only have 8 verts by default, two triangles per plane. I totally agree. The mesh is not watertight/solid, I guess I'm just used to breaking the rules…
I have to agree with what has been said here so far. Being a tech artist doesn't mean that you have to know how to program, of course (you probably already know this.) However, you will really find use in knowing languages such MEL or Max Script. Above those, I think the most important language a tech artist should know is…
Ooowa.. that's some major criticism! ;) It's hard for me to say how functional this engine really is, I was never that much into mechanics so it seems as plausible as the ref pic to me. Only hardcores like ror can spot that. But I will agree it seems excessively - and possibly uselessly - detailed. For example, those tubes…
I think we're still best served by manually placing long curved fins (or squashed tubes), reusing the same painted texture on each. Specular is a problem I haven't solved yet though, without requiring an anisotropic specular. The specular needs to be squished out in a direction perpendicular to the hair growth direction.…
what i cant understand is if video ram is such an issue, why no compression? i have talked to several people working on next gen titles and everyone is going full 24 to 32 bit uncompressed with the textures.. there are several amazing compression algorithms from last gen, optpix image studio comes to mind.. square uses it,…
Not to be that guy, but you don't get a sphere when you subdivide a cuve. Smoothing algorithms don't produce circular curves at an edge. 3ds Max has a Spherify Modifier you can add, then you get your quad-sphere. I don't know how people think they found a new perfect way to unwrap a sphere, when the way we unwrap spheres…
Render To Texture Assist is a handy script for 3dsmax written by Kostadin "miauu" and Martin "CodeFather" Punchev. Rexus thought this belonged on the news page and I totally agree. Just look at that slick UI... And the features aren't that shabby either... - Explode all objects using an unique vector so there are no…