You should be able to use Maya's Transfer Attributes tool (Mesh > Transfer Attributes) to transfer vertex positions.Y ou can adjust your shape in real time to view/change the results afterward. Transfer Attributes should not squish your verts around as you move your shape except in instances where you are trying to move…
Hey guys, thanks for the replies. I baked the map in Max 2012 and I'm viewing using the Xoliul realtime viewport shader. I have tried fliping the green channel it just makes the shading look wrong and the seam problem is still there. I have nitro disabled since it conflicts with Xoliul. Gamma and lut correction is…
@ chrisavigni: Thanks! :) luthyn : Thanks, an no, no dDO, just good old fashioned photo sourcing and painting. I did use nDO pretty extensively for the brick walls. @ DWalker / ShockInfinite / passerby : Thanks, and yeah I settled on the method of vertex painting. I have created two materials I'm gonna try vertex painting…
what I usually do in these situations is select the line of edges that has the most vertices and then shift drag them using vertex snap, and then target weld the other ends of the edges. So in your first example, select the left line of (6) edges, shift drag snap to the next top vertex, and shift drag snap onto the right…
http://www.urgaffel.com/tutorials/vptut/index.html http://docs.autodesk.com/3DSMAX/12/ENU/3ds%20Max%202010%20Tutorials/files/WSf742dab04106313373c293b3112a19e3d72-7fdc.htm http://www.scriptspot.com/3ds-max/scripts/vertex-color-tools-0 Follow the first tutorial to understand the technique. What i usually do when working…
I haven't had a chance to test in UDK myself but try this: (if using max) throw an edit normal modifier on the grass, select all the normals and drag them upwards then do this (clipped from UDK news). "Custom Normals with FBX * FBX importer now supports custom vertex normals * This is useful for 'combing' vertex normals on…
Hi, unfortunately the edge direction is a quite random parameter in 3ds Max meshes. The way I use to overcome this problem in the case of "ring selections" as the one you're showing, is to pick a sort of "loop reference" on one of the two sides. Use polyOp.getEdgeVerts which gives an array made of the two extremity…
The important thing is that you are, in fact, modeling. It's easy to adjust one's technique to fit the requirements of a particular engine or studio as long as one continues to work and develop as an artist. The only problem I see from a quick glance is that (and I might be wrong here, others please correct me if I am)the…
Finaly I have something interesting to show, I've been messing around with proportions, tried to match as close as possible the concept. All the parts are modeled as chamfered low poly (midpoly?) and used the weightened vertex technique to match the actual starcitizen's pipeline. Image rendered in 3ds max with flat colors…
Santewi: Good idea, I can definitely add that. It's going in the next update :) Computron, Fingus: I haven't started looking into what it would take to import geometry, but reference images are currently supported (via the overlay bit at the bottom). I'll eventually look into seeing if it's possible to get a proper file…