Well ... outside of the LOD aspect (which imho isn't the most convincing ...), the part about using a Split Hard Edge Modifier to avoid manually placing UVs doesn't make sense, since the algorithm used to split edges by angle is the exact same used by the "Select Hard Edges" command (which, admittedly, is the worst named…
Heya buddy! sorry for not getting back to you (I completely missed your reply!) ive been alittle busy with work/a personal project im currently putting together. Hmm, well alot of the details I created are fairly simple, mostly created on a plane and then deformed into shape using the bend modifier or even FFD so that I…
This is an old school hack.... Maya ascii files (.ma) have a header in them that defines what version of maya they are for. Save your .ma file as a copy, then right click and open it in a text editor like Notepad++. You'll see at the top of the file information like: //Maya ASCII 2016 scene //Name: MyMayaFile_Work01.ma…
Yes, before conversion of course. The only matter is to set right axis order , Y or Z up etc and directions. Xnormal , SD,Mari etc assume it differently For Cycles in Blender 2.7 and Xnormal I set +X +Z -Y for example. SD seems does it just same way as any Y up kind of soft. In fact for such a simple geometry OP sowed you…
Ah cool, I'm glad that helped. You can use "create" while in edge mode of edit poly, to define new visible edges and the hidden edges will recalculate. If you use cut you run the risk of accidentally adding geometry by clicking near a vert instead of on it. With cut you have to be hyper vigilant about watching the mouse…
@yukonwanderer yes i am familiar with arrimus's channel and have watched a couple of his videos, good place to learn. About question 1 : Yes if it smooths correctly thats what your normal map bake will look like!. Its good to have triangles and ngons on flat surfaces as this is where the curvature is not happening. i…
Xoliul, define overboard? :) what I am saying is that a team needs to be organized enough to know its limitations. If your not using a deffered renderer, dont have massive issues with texture lookups or the number of shaders/functions per shader then why limit yourselves? Work to your limitations but also work in a…
Hello. The MaxScript documentation has a section precisely on this (in item "Finding the corresponding vertices"): http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/files/GUID-CBBA20AD-F7D5-46BC-9F5E-5EDA109F9CF-1078.htm#GUID-0D91093D-1C6E-450F-A694-D43942DE9549 Then using the following: -…
Unwrapping and then instancing the geometry is OK in most instances. New engine changes in Unreal Engine 4, and possibly others (I don't know about others) requires completely unique UV's for all parts of the mesh to properly calculate light maps on the 2nd channel of the uv map (not the first). What does this mean for…
a little improvement on the design,i put some flat color to make it easier to see,still i have to think about what to do in all the central piece,but i have already some ideas.. My main problem at the moment is that i am trying to imagine/visualize on my mind the scene/place & right now i have 2 different scene concept in…