Yeah I hear you on the frustration level. But it is fixable. First off, your exporter coder needs to understand how Max is creating the vertex tangents when it creates the normalmaps, then he/she needs to either export these tangents, or recreate them the same way on export. There are many ways to create these tangents. If…
I'll give you a quick checklist over what you can look at and maybe change in your work. Firstly, I agree with much of what Chris is saying. Why is there no info about polycounts (exept on a few), texturesizes or contact information included in your pictures? The ships are pretty low detail and needs many more details in…
There are always multiple ways to achieve a certain result. But here's how I'd do it and how we do it in production (also they did something similar for God of War, there are many posts on Artstation): Create the structure as one big mesh - since it looks very stone-ish, bring the whole thing into ZBrush for a sculpting…
Wow, this is shaping up nicely ! Here are some remarks on the 3.0.5 beta. I am sorry if this is starting to sound more like requests and less like suggestions or feedback - it's just that I am getting very excited about the program! It really has great potential for rapid shape prototyping. - The view rotation spins out of…
Thank you for your reply Jeremie! Sorry I didn't reply earlier, when I read your answer back in September. I was caught up in work and then simply forgot. I was just googling to see if you have already implemented the custom license that you mentioned, but it still seems to be CC-BY-4.0 :( . I'm still hoping this will be…
You are now in a struggle to death against Birdmans tomb: http://boards.polycount.net/showflat.php?Cat=0&Number=198587&an=0&page=0#Post198587 First thing I would do is look over your polydistribution and redistribute some of them to match the style of the concept better. Take another look at the concept, much of what makes…
Yeah, this is practically a requirement for Zbrush. If you do any baking in it and a UV coordinate so much as touches the edge of the 0-1 borders then Zbrush will wrap that coordinate around to the other side of the texture, showing the kind of stretching artifacts you posted. There might be an exception with the MME…
Just an update of what I've done I created a rig for posing and animation purposes and yes the tick is at 1200 tris :) [IMG]http://www.polycount.com/forum/<a href="<a href=http://s1060.photobucket.com/albums/t459/philipweygandt88/?action=view¤t=body_33-1.jpg"…
This originally started in Maya a while ago. I'm recently returning to it for a customer. Since then, I imported into Max -> zBrush -> back to Max. This is where the trouble started. I think I found the problem though. User error, of course! I brought this into Max to create my UV shells so I could sculpt on the low res…
well as your rendering in max using the light tracer (arnt you?), unless you are going to lightmap the whole scene you are using HDR, all it really means is that your rendering with values not between 0-1 (or o-255 in the colour channels) but values that could go up to infinity. now the issue is that when it renders it wil…