This is an another option in 3dsmax: http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-797FBC38-E08E-41DF-9D02-5C455B7C76E1.htm,topicNumber=d30e534094 An another option that could work everywhere is to duplicate the geometry, and flipping it. Then you simply add a black material to it and its…
The obvious answer is to flip the face normals then export again. The why of it is likely that the normals are flipped in max to begin with due to some quirk of the creation. Max doesn't default to enabling backface culling. select an object and right click, go to object properties, and select "backface cull" and see if…
What application do you use max, maya, ect.? 1. Scaling problems is from the imported file you chose to work with. I ran into this and I found out the solution for me in 3dsmax was wundrboy's SMD importer, you would have to reimport the hero bones again save this scene and import your items and re-skin them to bones again.…
I think ZBrush can UV-unwrap your highpoly model. It's called GAV/GAUV/GUV tiles or something like that. But yep, usually the highpoly does not need UVs. You can use xNormal to render the normals. Only the lowpoly mesh needs to be UV-mapped ( usually, unless you need the "bake highpoly base texture" feature which is an…
Hey guys, I was steaming through this project until I hit this little bump. I currently have a 2048x2048 modular texture. I have made sure all individual pieces tile with themselves(edit I submitted the wrong file and this one might not but I have to correct one on my computer), but when put them together I get tiny black…
renderhjs is right, each and every one has a personal preference. imo 3dsmax as far as game asset creation goes, 2011 supersedes maya in almost every way and is clearly my favorite. I will talk only about tools used for game asset creation be it characters or environments. Old features, First and foremost, the modifier…
Yep 3dsmax. After Step 3 if it loops fine don't worry about the contrast correction (step 4). It only works for B/W materials anyway. Which you could do your lava in B/W and add a solid color overlay later I guess... To loop the phase: - Turn on Auto Key - Move the time slider to 30 - Set the phase to 1 for material 1 -…
Ever since I discovered how to use Face-weighted normals, I've been using them on most models that I create. This however has caused me a few issues when loading the models into Unity. I'm using 3DsMax to export my models. I first discovered the errors when using the FBX exporter and loading those into Unity. Could not for…
I have a great opportunity with a proven game developer in the Southwest that is a subsidiary of a well-known publisher. Their most recent title was an MMO game that combined elements of RPG and large scale action strategy. They are currently in development on an unannounced MMO IP. They offer excellent salaries, bonuses,…