Hi! Opening the Painter project, what I see is different than what you shared in your initial post, so I suppose the original post is outdated? Since I don't have a Max license, I can't check the highpoly or rebake. Exported the lowpoly from Painter, some notes looking at the low poly mesh: - there are hard edges without…
Casino games is an option. Creating 3D graphics and animations for touch screen reel-based cabinets and such like. That was my first proper 3D job, did it for about 4 and a half years. Negative side is that it's gambling, and quite a fickle industry with not very many modern or forward thinking companies. Everyone copies…
This week I wrapped up the full blockout and I’m just about done with the high poly. I modeled the scope, the stand, and the rest of the smaller components to really help bring the sniper together as a complete piece. I also pulled in a bunch of real-world references while working on it. For some parts — like the scope,…
Yes that's possible, and that's what I've already done. At first I thought that sine/cosine appraoch described in the linked article is a different method but in fact it's just a derivative for the special case of waves moving along a single axis only? Thanks for the help and the code sample. Forward differencing is a term…
Also naming the software in your thread title is helpful. Sometimes old selections can sneak into what Maya's Cleanup shows you, very annoying. Personally, I go through each component type and clear the selections before running it on particularly problematic polygons. Also clear your construction history before running it…
Mostly coder, but i try to learn other arts too. Since i'm a FPS freak having a few FPS-like engines almost made (but none finished :-P), all my model work is made to be used there. Skipping the extra blahblah that comes into my mind right now, i decided to make a small one-handed shotgun-like gun, similar to the one used…
im working on a big environment that has one building that’s unique. Meaning it won’t be used again throughout the game. What’s the best way to go about this? Should I make it one big mesh and split it into sections for lightmap purposes? The building is pretty big, with a lot of unique pieces that can’t really be modular…
Hi Hugh, appreciate the lengthy reply. Regarding your navigability criticism, it's in place of course. As the scenes are actual 3D spaces with pretty correct depth of objects/colliders, but we have an orthographic cam view, it creates a navigation problem. There is a mini-map implemented in one of the setting 1 scenes…
It's almost always a better idea to apply a separate material to the transparent bits. If you don't split it, the opaque bits of the material are still alpha blended so you're paying for transparency on pixels that don't need it. The calculations still need to be done regardless of opacity (I assume this is blended rather…
Hey I've been working on a 1:1 scale remake of a series of factory units that used to exist in my area for a project and I just have a question about mid-sized assets and how to add more character to them. This is one of the unfinished middle units, I've slapped on some temporary materials in the mean time but I have a…