This is making me pull my hair out. for the love of god how do i get rid of the grid lines and the noise bumps that is plaguing all my maps from xnormal. no matter what i do they won't leave. http://i.imgur.com/GRi5pSj.png
I'm having trouble with grid lines appearing on the polys of my low poly normal maps, as shown in the attachment. I'm baking a tangent-space map in zbrush, but I can't seem to get rid of these. I'm sure this is a super basic problem, but I couldn't find any pages here dealing with it or any info on the normals wiki. If…
This is for the upcoming indie game Tungsten: Armored Outlaw shown here: https://twitter.com/TungstenAO We need some specific terrain meshes to use in some of the levels, think ones with mountains and cliffs that might be shaped around cities and building models used in the game. We can provide low poly guides and then you…
Yea why autodesk why? Its not stealing if you own Maya, just call it a bug-fix for max. Err, the plane idea is neat but why not use a grid helper (Create > Helpers > Grid)? You can align them anywhere any which way you need, no messy polys getting in the way visually. Notes: - Either bind "activate grid object" to a key,…
Subdivision sketch: Hemispherical helmet. This is a brief look at a few basic strategies for routing topology around cut outs and panel lines on spherical [and ellipsoid] surfaces. Note: there's several different ways to structure spherical geometry. Since this write-up is specific to basic subdivision modeling only basic…
hi i read this : http://udn.epicgames.com/Two/WorkflowAndModularity.html Grid : we use grid for scaling and we better make snap/grid in 16 grid and also udk have 16 grid like we wanna make a object so , if i want to make a environement , when i creat small object i make grid lower .. and do the same with big object…
Hi guys. At work, I use a program called Creator (by Presagis) which is heavily dependent upon grids for creating geometry. It's similar to the early days of Max (I've been using it since 4.2) except that it's substantially less functional. It does shine in many areas, like the grid tools. I'm trying to get functionality…
I am having issues snapping verts to the grid in max, they always snap from a relative position to the grid, if a vert is a few pixels from a grid point and I snap them to another grid point then they are a few pixels from that grid point. In other posts it's suggested that you have to snap the object pivot to the grid but…
The whole point of working on the grid is to have assets (which r mostly architecture modules) that can nicely snap and fit to each other when building the level in some game engine. It also helps to create simple visual guidelines for various dimentions, some sort of array of standartized sizes of your assets (say, 1m,…
Here you go. -- Make two MEL shelf buttons. Then, here's the MEL code for shelf button 1: //turn off undo undoInfo -stateWithoutFlush false; //query current grid divisions int $gridDivs = `grid -q -divisions`; //calculate new divisions $gridDivs = $gridDivs * 2; //query current grid spacing int $gridSpacing = `grid -q…