Okay, it's time for a relatively small update: I did some work on the wings, the body, the lamp and fixed some topology errors I hadn't noticed before. I'm kind of struggling with deciding whether to add more detail to the body and the motors via extra geo, or if I should add the detail with textures and normal maps. The…
Hey man! Glad to have you aboard. I have a couple of questions: Are you looking to make game art, or just 3d art for fun? If you're looking to make game art I would render in something like Marmoset, Unreal, or Unity and learn the process of baking the necessary texture maps and making low-res geometry. If you're just…
The first picture I think the composition needs significant work, the texturing is good, models is good but something is off with it. Try new lighting and look up directional lines for composition (heres a good article to start you off with https://vanseodesign.com/web-design/direct-the-eye/ ) The second one is good,…
Done :) here is the script:function smoothByUVShells=( clearListener(); if (getCommandPanelTaskMode() != #modify)then(--make sure we are in the modify panel section setCommandPanelTaskMode #modify; ) if (selection.count == 1)then(--at least an object selected local obj = selection[1]; local uv =…
Two points: 1) Often my models have normal maps and the smoothing is all in the same group, sometimes one group per separate object if there are multiple objects/elements. That doesn't mean I don't use smoothing groups, I do. I just don't use them for smoothing, heh. A hard edge on a high poly is often too hard and I would…
You can also create max bones and link them to the biped. This is useful because max bones can be rigged up to follow dynamic simulations like cloth, spring controllers and the flex modifier so you don't have to hand animate the hair. You can also hand key max bones that are following a simulation, depending on how you rig…
My request to Allegorithmic : Please make just another, layer based "Photoshop" or "Illustrator" with all those cool Designer features/ tools as filters over "smart" objects . The one where I could just select an object of screen , move, rotate, scale it precisely from a specified center of transforms without messing with…
1: yes, rather than try and fit them into one material, you can simply apply multiple materials to the object in maya (select faces and then apply the material to them), and then export/import again and where you normally apply the material to a mesh in UDK there will now be more slots...and each slot can have its OWN…
Hey, I've made 2 scripts Version 1 will flip x or y //Create an Array of selected objects Version 2 will flip x or y or not at all //Create an Array of selected objects Hope that helps.
Good point. It looks like I cant change the title though :( Yes everything can be dynamic. The system has 1-3 128x128x128 voxel volumes that are attached to the camera, each 4x bigger than the last. The volumes keep a voxelized representation the static world as they move around. Dynamic objects that you want to be…