I keep reading your posts and can't tell exactly what you mean. However, there are plenty of game engines that have synced tangent basis with their baker and handled mirroring easily. Id has always done this and splash damage had maya tangent basis running perfectly in Brink. This isn't an issue of "A modelling tool uses…
So much help :) . I understand what you mean completely with the shift+rmb but this script is just to familiarise myself and any max users picking up Maya for the first time to help them ease in. Once I have the basic modelling tools from Max in one toolbar ported into Maya I will dish it out like candy to anyone that…
- I think you could highlight a lot of the edges, especially in the spec map. Don't go crazy with edge damage and detail but a bit more wouldn't hurt bring out some of the details that are blending in. - The geometry in the grate on top seems unnecessary as do some of the skull & point details and some of the fine details…
Can you upload the file or provide some pictures of your stack and your steps? It might be that the object is damaged (had that once when using a file created with an older max), but it also might be a user error. (Since you seem to be not aware what preserve UVs really does - it lets you shift vertices in 3d while trying…
-your guns have scratches at places that would probably have a low chance of getting damaged in teh Real Life. -P90 has lots of almost identical looking islands on uvw, i think they could have been mirrored? -grip of HK is a bit bulky, does it actually look like this? -car looks nice, it could use more reflectivity though.…
These bricks have an almost flat surface, they definitely shouldn't have varying heights by too much, so I don't think you need to fix the flatness of it. I do see a diagonal noise which I do not believe should be in this type of brick (I could be wrong though); I also think you should make the majority of the bricks dark,…
Hey been a week since I updated as I have been working half days all week but anyway found time on and off to get some work done on this. Among other things I am trying to add a weld seam on the bits that stick out at each side, yeah to nail it yet though as its looking a bit odd still. I think the large surfaces could…
Nice, Danny. You know my feedback already, but here it is again: * Proportions are good, but I still feel like you could tweak it to make it more dynamic. The knife could be bigger maybe. * I think some rim lighting or something would help show off the model more. I think on most monitors the dark parts just fade into the…
Really awesome job! Big fan of Stargate. One crit i would say though is that his green clothing could do with some elements to break it up, dust/ fire dmg/ little splash of mud etc (entirely depending on what look your going for though). If you squint your eyes its all a flat shade (apart from the shadows from the folds).…
This is an inherent problem with 8 bit per channel images. You can try baking to a .tiff in xNormal, which uses 16 bit, then setting it to 8 bit mode in Photoshop and saving out as tga or whatever. This will use dithering to improve the smoothness of the gradients, but it also introduces noise into the normal map so if…