I am very new to modelling and texturing and have been learning 3Ds Max 2011 for a small game collaboration project. I'm starting with some proof of concept pieces to test asset creation techniques and have started with some gravestones for a church yard scene. I've create a low poly cross (very basic for testing) and the…
Heya peeps, I was wondering if anyone knew a way to mask a mesh with an Alpha, and have it 'sample' the scene around it ONLY, based upon Camera Distance and Environment as opposed the mesh itself too. For example; -I have several pieces of paper intersecting each other. -They belong to one mesh, but are under several…
Hi, I recently got into a habit I am not sure is the right thing to do: design uv shells that simplify texturing. For example, I have this bar counter that made of wood planks: To make texturing each planks easier, I did this to my UV (texture border highlighted): Having these UVs makes applying materials in Substance…
I just got handed a new BRDF-like lighting option for our realtime shaders, wondering if anyone else has played with and/or studied BRDF, I'm wondering what other ways artists might be using it. I've been given three controls... X axis of the bitmap is for controlling the incidence that normals reflect light (bitmap left…
just trying to understand that bit of topology logic, So I know to either let the edges stay, continuing threw the model, or if they can be deleted and Maya still realizes to treat as one edge, if the vert is in line with the edge.
Would those sharp edges happen to be creased? The crease setting is under Edge selection mode. Select the questionable edges and check the crease value. If it's set to a high value, it will cause the problem you are having. Default is 0.
Yeah, I would think if you have a hard edge, then you don't want the script to merge the edge normals (killing the hard edge), instead I would want just the selected faces' normals to be adjusted.
ReTopping the Top and finished the head earlier this week. Thoughts on Topology? I wanted to minimise edge loops and maximise the geometry around curved edges and some areas to better represent the high poly model folds and edges.
max is auto triangulating the ngons and creating edges that all go to that bottom right vert. use the create edges tool to manually connect the edges in reasonable ways. also remind me never to import from sketchup!
Select center vertex -> to edge -> insert edge loop tool -> click and drag from near to that center vertex. couse absolute ofset get "as target" just this thertex - it's absolutely circle, no matter how many edges is.