If you are looking to do this with just a diffuse, my advice is to work on lighting, and less with the noise and grime, then use noise and dirt as a blending layer above your lighting info. I started out texturing low poly art with simple diffuses because my downfall was understanding light and shadow. You seem to be…
Answering in backwards order: 3. Shift in Max is "copy" - ideally it'd do Extrude on faces too, but it doesn't, it just copies them. I'd recommend assigning a hotkey to Extrude, or putting it in your right-click menu. 2. Don't bother with Roadkill. What version of Max are you using? The UV tools have been great since Max 8…
http://mayang.com/textures/ i appreciate that you want to make hand painted textures-- i think being creative is awesome, but IMO, there's nothing wrong with a base as long as you can work it in your direction. right now, that texture you have... just doesn't read as wood. start with a wood texture, edit it depending on…
1. I just scripted it. The Maxscript Help lists all the variables you need for Relax, I just put it on a hotkey or quad menu with my favourite settings, easier to access that way. 2. Yeah, it's a bit annoying like that (although I find that it actually zooms in on the single vert so that it fills the screen, which is…
For UDK I have done something... You can use 2 types of reflecting : SceneCaputreMapActor - environment map for everything object SceneCaputreReflector - 2D reflection for planar object (ground) /!\ You may encounter display problem, switch DirectX 9 or 11 : File > Switch Renderer Place actor you want in your scene (create…
sorry that I Haven't been updating so here I go, Made my first modular set from the 3D motive tutorial, but thats not to interesting I guess so no pic. I managed to get that circular part looking correct on the block but I seem to have deleted it :( here is a very simple panel thing A whole bunch of paper airplanes for an…
Wow... the future is here! I'm thinking Mesh fusion > Z-Remesher > Substance Painter. Oh the possibilities. Looks like you will be in complete control of the mesh both before and after mesh fusion. Once you convert it to a regular polygon object you can use anything you like to edit it (like ffds). But from the looks of…
It's a work around i started using when working on older engines where real time rendering engine isn't up to date to display spec/gloss maps properly. It is also sometimes useful on smaller objects to save texture memory or on objects in an area with static lighting. It's sort of an old school way of baking diffuse…
sometimes files go bad, get corrupt etc. instead of trying to figure it out what i do is just start a new file and rebuild with clean geometry from the old file. so what i would do in your case is this... 1) export your objects on the lowest and highest level as obj's. 2) import your set of low obj's into a new file. 3)…
Your script should work. Dipping your toes into scripting is always a good idea! If I were to critique it I would say it's only missing some error checks. For example, if you didn't have an object select, or were at Object Level and not in Sub Object Level the script would crash. Not that I'm the best scripter, but this is…