Hi! Together with a friend I created a guide on how to easily adapt the navigation from Max to Blender. he tutorial includes changing the camera navigation, selecting (shift to ctrl) and many other things. Does not interfere with Blender's shortcuts! Allows you to use pivots when modeling. I worked for Max myself for many…
Hahahaha, omg Panta, this is crazy. I completely forgot about this, I don't even remember what post did I read back then (altho I do remember how bad I wanted to find it back) so I literally just can't say whether your link is or not what I was refering to xD. I think it was what I thought, a very clever way to cheat the…
I think this happens when the vertex order is re-written by max on import or export. I've seen this happen on a few faces and on every face, like your example. In the case of a few faces, you can just detach them and target weld the verts in the right order, it highlights in blue the sister vert so you can get the order…
There are a lot of tricks that can be done but it depends a lot of the target spec of the game. You can start out with cards that seem fairly generic and similar but have their own unique UV space and paint the lighting detail once they are arranged, often on the model. I've seen quite a few people use a few generic clumps…
If it's made by megascan, what's likely happening is that it's capturing the actual normal directions while it's scanning, so it'll be taking into account subtle differences in the direction leaves are facing, as well as hight information. all of this leads to a better normalmap. in terms of what YOU can do about this?…
Hello again. I tried to learn how to use simple shaders in Unity3D v5 and now I've tested the roads and I see no errors. I believe that means I should continue creating the rest of them in 3DsMax. PLEASE NOTE: I tried vertex coloring technology and it was a bit hard for me (as I have learned a bit about the shaders of…
the no texture argument doesnt make a lot of sense. a vertex could hold more information but you`re going to end up with very big meshes if you want a vertex to store a bunch of potential outcomes for the tesselated interpolations. lets say you have 2 verts and inbetween those verts you have 100pixels in your texture,…
Hey thanks for the reply. I think maybe I'm a bit confused? The two methods I have in mind, one is just making a giant mesh cave wall, applying a tiling texture to it and then just using vertex painting to vary it up a bit with some other textures. This would be using strictly textures and height maps with tessellation,…
I doubt there is a single simple pathway for this. MD's animation is handled via simulation. So to get the same clothing animation you'd need to either 1: export the mesh and bring it into unreal as a PhysX clothing asset, and let Unreal do the simulation. (which will work with varying degrees of success), or 2: Export…
So this day I really started to get somewhere. I started off by working more on the mask by moving around the vertex points thus giving a more accurate shape to the mask. For example, I pushed the whole bottom-front part forward because I thought it looked pretty silly. I also corrected some of the flaws in the mesh and…