Thanks for the comments 8FtSpider, you're correct about the pack. I modified the texture a bit, I'll work on it some more. And I also made a simple walking animation:
Apply the "Turn to Poly" modifier, check on "Keep Polygons Convex", collapse the stack and see what that gets you. Works for me when my visible edges disappear.
I normally either use modify-connect-chamfer the connect will add a loop in the centre of your currently selected polys then the chamfer will divide that new loop into quads. John
Lots of handy tips here - https://polycount.com/discussion/comment/2773644/#Comment_2773644 plus this long running sub-d thread, as well - https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking/p182 Could also look into utilising modifiers and loop…
Does Unity recognoze sknwrap modifier when exported form max or will it just discard it. I have about 80 morph targets that i will have to manually assign otherwise
Hey guys, I've been wanting to fool around with some of the texturemaps in WoW for awhile now. They are encrypted; can someone please tell me how to crack into the skins and modify them? Thanks
I need a video tutorials about render to texture with Vray , with 2 Object 3d (low poly , high poly ) . I need UVW Lowpoly into Highpoly with Projection modifier . Thanks All
Hey, I was working on a high poly model was about to detail with some text but the sweep modifier seems to not want to copy the size of my profile spline. profile spline result:
Hello, I have baked some normal maps in blender. Do I need to invert them before exporting to cryengine. I have imported them without modifying and looks like the bump is inverted. Thanks
didnt do haircards with ornatrix yet, but does https://ephere.com/plugins/autodesk/max/ornatrix/docs/7/Normalize_Modifier.html the normalize modifier maybe work the same way here?