It really depends on how you built it? I suggest modeling a flat piece of high poly tire tread that tiles, copy it a few times in a flat straight row. Do the same for a low poly tile. You can then unwrap it while its still flat or unwrap just one of the tiles before you copy and save yourself some UV space its up to you.…
So here's whatca do. You can do this with with highly complex objects also, its pretty handy at transforming straight hallways into bends. The key is to use the grid to align the pieces not the pieces themselves. Build your pieces to the grid, snapping verts and edges as you go so everything is water tight, but separate…
Have you thought of the fact that we are waiting to release screenshots? Perhaps that our environments arent up to the high quality we want, but that we have worked on many other parts of the engine? We've highly modified the Torque Shader Engine to do some great things with player statistics and inventory, modifying them…
Hi, I'm Onur, I'm a self-taught 3d game artist and this is my first topic on polycount. Wish me luck! My project is game-ready gramophone. High poly modeling of the gramophone is finished in Blender 2.91 but I'm having some problems with the high to low poly baking in Marmoset. When I try to bake a normal map I get these…
Adding notes directly in scenes(.max files) can be useful in many ways - to remind you something about any aspect of whole process of 3d work, for future reference, about whys or hows, for a colleagues(who are going to use the scene). Scene Notes Pro is here to make this task easier. You can add notes using 9 predefined…
Hey all, got a bit of a question for you technical guys. I'll preface by saying this is an Arch-Viz job so realtime optimisation isn't important, just what looks best. I'm working on a job which involves a house with a fairly complex roof plan. Unfortunately I can't post any blueprints for obvious reasons, I probably…
The witch doctors behind Substance Designer, Bitmap2Material (Allegorithmic) anounced Substance Painter PARTICLE BRUSHES How much time do you spend making your assets look real by adding wear and tear manually? What could be better than using real physics to replicate nature's work in a fast and awesome way? 3D & 2D…
One of my problems has always been that "Noooo, don't look, it's not done!" attitude along with feeling that my work is not good enough to show. So I'm trying to change that. Also hoping that posting here will get me to be more productive so you guys can see updates. I'm working on this Typhlosion character (Hell yea…
Having issues with a batch process that would remove the modifier "MultiRes" from the stack for a group of .max files. I'm not quite sure which part of it isn't working but I have a feeling its the actual modifier removal part of the process. Any help would be well appreciated. macroScript ExportAllAnimation category:"WIT"…
Hello all, I'm currently modelling a barrel, and am having great difficulty achieving a clean normal map bake (without waviness) on the cylindrical rims, especially the larger one at the top of the prop. Here's what the issues in the bake look like (Substance painter 2): I believe this issue is the result of a difference…