Hi PC. Ill put it simply, im looking for a scrip that generates a set ammount of wires along a path in 3Ds MAX 2012. I have looked for anything simmilar to this around scripspot without success. The closest i have gotten was Wirebundle 0.85. But it fails to run in Max 2012. I remeber that i have seen something like this a…
Hi I'm new to this forum. I just learned how to do textures a year ago and I've been using Maya on and off. I'm always very impressed with the kind of work i see on this site and my teacher said this is a good place to learn too :) Been working on this Lancia. I'm really not much of a car person but I always liked how this…
so i want to make a non perfect line when baking my game asset. Do i have to create those imperfection manually then bake it into a game topo to get the non-straight line? or iis there a way to achieve this when baking/texturing?
I decided to apply for school in marts, so a couple a days ago, i opened up Zbrush, and even thoug its a couple of years since i last laid eyes on it, i began sculpting. Here is my first result after aprox 4hours of work.
Hi, I am having some performance problems importing many hi poly meshes into 3D max to bake my models and tiling textures. I currently have many bricks, slabs and tiles of 200k to 400k polygons ready to be organized together and baked on models and flat planes as textures. But when I want to create a texture from say 20…
Hi guys so i am working on my senior portfolio one of my pieces will be a mine shaft that has overgrown foilage, my question is what is a good way to model and texture trees and bushes, i will be using the unity engine and would love some feedback
The reason for me to avoid cages is to just remove that step if it isn't necessary. It isn't usually a massive time sync, but it can be, especially on a 50k triangle hard surface mesh with tons of parts. And we are going to be encountering more and more meshes in and well above that range. As for the comparison and…
so just to make sure , this method I apply it with MikktSpace Sync like unreal engine. - applying 1 smoothing group depends on the engine if support the mikktSpace. but if I am baking it from 3dsmax I need to use the old way split the 90 degree etc... - its ok to use different smoothing group or 1 smoothing group when…