Been making more progress here and there and have gotten the helmet to what I think is a good point in terms of high-poly and since moved on to the clothes under the poncho which I'm designing mostly based on assumption from what clothes and tech I can see in the concept on top of the small bit of under-cloth seen in the…
Hello Polycounters! I am currently creating my first 3d Character, with "game ready" thought in my mind. I wanted to aproach it as a "pro" so I did my research about i.e workflow but still there are some things I did not quite understand. I want to make it as it should be done, that is why I am asking here. Please also…
I had a question regarding rigging. This weekend, I plan to rig a Batman character and I've been tossing a few ideas back and forth about how to rig his cape. My goal is to have something similar to that of Arkham City, where it's a combination of both bones and cloth-sim; except, all done through 3ds Max. I don't need a…
Hey guys, this is kind of a pimp but I figured it would better fit in the technical talk here. I just made this tutorial because: a. I had a hell of a time figuring this stuff out for myself. b. I figured I could save some noobs like myself the trouble. c. Making the tutorial will hammer the process in my brain so I don't…
I've started learning modelling this year and began doing it in 3D Max. After fiddling with Max for 4 months I started looking for other options because I got frustrated with it. I considered Maya but chose Modo because it clicked with me somehow. Now about 6 months later I got basics of subd down and learned about…
We are a gaming company looking to hire a talented artist to do lighting, camera work and some small 3d tasks. Requirements are: 1. Be a lighting TD. This includes implementing lighting and modifying all aspects of a scene to make the lighting as beautiful as possible. Editing materials, textures, and even modifying…
Hello everyone. I'm extremely new to 3ds max so I plead that you just bear with me. :) My object originally was made up of 19 separate editable meshes and had a multi/sub object material applied like so: http://i.imgur.com/WKgyvUe.png http://i.imgur.com/wjmtLff.png I then attached the meshes all together to create a single…
Until your model is pretty simple like wall barrier , a box or like LODs are necessary . For a character Simplygon does an ok job already. As far as I know Unreal uses Simplygon and makes lods automatically . But in some cases LODs require decisions and compromises Ai incapable to do yet. There are also a semi-automated…
ok in further investigation it seems the problem is caused by missing TVerts. it seems the amount of TVerts is set by how many verts you have in the uwv's (for example by breaking poly's on unwrap uwv you get more) now, by needing all vertices in the mesh including redundant ones (num tris * 3) instead of actual all-welded…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…