Hello ! Always loving the JuniorSenior avatar :) Along the lines of the suggestions from the Great Eric, and considering that the goal is an actual game asset for UE, then simply start by modeling a first version of the final polygon game asset of the tent at rest. Garment making tools may be useful to an extent since they…
Hi! Took a look at the files and at the lowpoly exported from Painter and wrote down some thoughts (some not on issue): I think big part of the issue your describing is that the difference of the curvatures between high and low of the gorget is too great - but the highpoly would be best improved as well (see below). Low…
Hey everyone! Nfinite has recently expanded its 3D division by launching a new branch called Physicl, dedicated to 3D projects. We are currently looking for talented 3D Artists to join ongoing production work. You will work on creating and refining 3D scenes (sim-compatible exteriors and public spaces). Work is based on…
Because Spaghetti create splines with a lot of verts it requires the most optimization, but its still faster then aligning a spline line by hand over a complex shape. To optimize it I set the weld threshold kind of high 10-20 and it gets rid of a lot of the jag and weirdness but not all of the vert/spline weirdness goes…
Having some issues with VRay and 3DS Max. I'm trying to work through this tutorial: http://www.digitaltutors.com/tutorial/1083-Creating-a-Photorealistic-Bedroom-in-3ds-Max Using Windows 7 64 bit, using Max 2013 He's using Vray to set up Cameras and materials, which I have no experience with. Still a little new to Max,…
Ok, so I've got a pretty simple spline mesh with an also simple scrolling wave texture (with some vertex colors for fadeout at edges) added in. when i get a very short distance away from the objects, they fade out in chunks as you can see in the screenshots. this happens both in the viewport and when i hit play. is there…
I'd use a layered texture node(not a layered material), add both your oclour and shadow map texture, set the shadows to multiply and then use the UV linker(Window>Relationship Editors>UV Linking>Texture-centric) to choose which texture goes to which UV set.
Hi there tigerheart! Interesting thread. It's been long time since I've touched something similar, but here it goes. There are some points to consider and obvious omissions in you script seen in last image you posted: 1. I don't see the script even working; there is no copy made for the other side. 2. There are no bone…
RTT will output to whatever UV channel you tell it to use. It's under "Mapping Coordinates > Use Existing Channel". In your above example it is set to 3. Set this TO channel to whatever you set the UnwrapUVW channel to be (normally by default its 1). To set the FROM you go into the material editor click the map, and set it…
Hey Everyone, My name is Brandon from The Foundry. Just wanted to stop in and show off a little MODO awesomeness! Greg (MODO Creative Specialist) has gone ahead and made a script that makes pelt mapping so easy its a crime. There will likely be a few versions of it. However, we wanted to throw it out there to see what kind…