"The Trial Version only works with the objects from the example scenes, you will not be able to use your own meshes as geometry-textures or target objects. Also you may not use any of the 3D models provided with the Trial Version in any commercial project" Safe to assume it needs to be fed meshes then it can object paint.…
> To fake/bake a world reflection, blue sky on the parts that point at it. Brown/black for the pieces that face the ground. Works great when you bake a gradient over the top of your model. > To fake/bake sub surface scattering, to a minor degree since the materials color could effect its spec depending on what type of…
Here is the problem : I created a mel script for exporting very lot of objects at the same time. But I need to edit each Collada file and to replace the content of some line... Problem is after exported the object I added a function for opening the exported file one more time and edit some lines after parsing of the…
Hello all, I have a quick question about render times involving polygon count and shaders. How does polygon count and shaders affect render times? From what I have researched so far, my conclusion would be that shaders are multiplicative in terms of render times as it does calculations on each polygon. What I mean is that:…
I have a issue with control over path-deformed (WSM) objects along splines in 3Ds max. I all comes down to when I can not utilize rotate and twist along the whole spline, using the pathdeform twist and rotate, but I need to twist/rotate only a specific section of the spline. Here is an current example: As you can see in…
Hello, I'm trying to setup a workflow for hard surface assets based on these steps: - hipoly & lowpoly modeling/UV in Maya 2012 - triangulate and export lowpoly and hipoly FBXs - normal map (object space) bake in XNormal - triangulate and export H3D mesh for Handplane - object space to tangent space map conversion for Maya…
Is that really motivational? Seems more depressing to me than anything. It basically seems to me like "I'm extremely skilled, qualified, disciplined and hard working but I still can't get shit in my field and I'm having to work two shitty jobs just to live. But this is totally motivational because on the end I said that…
d1ver,its not just dirt,weathering is also wear and tear objects go tho=rough when humans are around. For instance the bottom of the newspaper boxes is an area that will have paint shipped of,scratches,smudges from shoes since it is an aobject that humans will use on a daily basis. Maybe some will accidently kick it,bump…
Just going to use myself as an example here the linked animation, that entire design is a bunch of objects. Now i haven't worked on any titles in a while but even when i did on the NDS systems way back when (and a test i did on a Q3Rally mod) they had objects kind of smashed together too (loose wheels), like loose arms…
With tiling textures, you still keep your shell within the 0 to 1 space because the texture tiles. There's no need to go outside, it'll just be the same texture. Tiling just means repeating in a direction. Tiling textures repeat in U and V directions. Trim textures usually repeat in one direction, either U or V or Harry…