Hello,
I would like to share my new Framer modifier for 3dsmax!
It is Greeble-like modifier perfect for structures,grids,patterns,facades,furniture and quick details adding.
Hope you like it! https://youtu.be/b9_NRQMimeA More info in video description.
Hey guys, I recently finished a fairly complex scene inside of Marmoset Toolbag 3 (the project post is here) and thought I would give a post-mortem of issues I had and mention features that would have been helpful to have. As I was working I took notes of problems or workflow issues that kept recurring. I spent so much…
Dear EarthQuake, in my opinion the marmoset viewer still delivers the best visual quality when it comes to online model viewers! I am interested in proposing to my boss to buy a license of the toolbag for an upcoming project, however have a few questions before I do so: 1.) Is it possible to restrict the camera of the…
I am afraid I didn't feel anything upon seeing it. The idea was good, but was terribly executed in my opinion. I know we are still limited by the current hardware, nevertheless it still looked like something straight out of a cheap action flick. I am all for immersive games. The possibilities that interactivity gives us…
The only way I have found to get rid of what you seem to have with tangent space normal maps is to make sure that the low poly lights well. What that means is that if you don't see smooth shading on your model inside Max that crap will bake into your normal map. Try and get the most uniform distribution of edges on your…
block everything out based of whatever you have in the concept and start doing adjustments in 3D. Plan all assets build all structural elements on the grid if possible and keep it modular it will save you time in the long run.
Exactly see that's what I'm trying to find out. Cause I actually don't know what the UDK units are. Just getting accustomed to everything in it so I don't know what conversion that would be in the grid settings.
It's your topology. For cleaner results use a continuous edgeloop rather than grid topology. This will avoid that nasty pole. 3/5-sided poles are essential for modeling, but they will cause shading issues. It's just a matter of learning/understanding topology.
I think Unreal Engine just starts chopping off decimal places, if every vertex is to the grid, there shouldn't be much of an effect. UE does it as a performance measure, it's probably a bad thing gamebryo doesn't have an optimization option for it.
Suggestion: Your current hair has a bit of an octopus thing going, similar forms should be combined given the style imo. Completely unrelated but if you aren't going to use the grid in the viewport you can turn it off.