Click each bone in the bone list, it should show with colors which verts are bound to that bone. If the vert is out of place then tick on the "Vertices" checkbox at the top, select the problem verts and set thier weight for that bone to zero using the weight tool (underneath the bone list) This should allow those verts to…
This is a bug that happens on some models in most versions of Max. * Make sure Skin Modifier > Display > Show Colored Vertices and Show Colored Faces are both checked. * If that doesn't work with your object selected while in Skin sub-object mode right click and open Object Properties. Check Vertex Channel Display. Make…
I would suggest a big Planar projection for the whole side. Then separate out pieces as needed. The bolts are very small details that are probably best done in texture, not in vertices. If this is for a game, you need to adjust some things from real-world designs, to make them work better in a real-time engine. It is…
The world position texture setup was a good idea. The way the tunnel curves off to the left was a nice touch to help breakup the symmetry of the image overall. The vertical flow of the hanging vegetation is really flattening your image though. You should push the dimensionality to make them look fuller and less linear. The…
took a look at your mesh -- try combining the object and trashing history before you export from your modeling package. I had to check "combine meshes" in the UDK import window (otherwise it came in as a ton of separate objects). Verify that your UVs are in tact after the import -- my thought is that the combine meshes…
e-freak your a magician. I put the dds files side by side in irfanview and hit image/information and noticed my crytiff was vertically flipped (hence why i could rotate the u axis in the material editor 180 degrees and make the texture properly fit). I then noticed the file size was incorrect and so I changed that and now…
And what are those issues? Should be interesting to know what problems you have in order to help you directly =) * The image seems to be cut in half horizontal and vertical. * The shapes of the two mountains are too equal, get some variation in size and form * Nearly everything tends toward a spikey shape, contrast it with…
Alright thanks ! I stitched some parts together and it does not seem too bad. But i got an unexpected problem when i imported the model into mudbox though: I was extra careful when i buildt this model, but suddenly this happened :( And I can't find the problem either, is there a way to make it display in max? I used xview…
I also vote for polyunwrapper: - quick apply checker map and change tiling - align shell horizontally or vertically by edge - quickly nudge shells by 1 unit in any direction - set shell resolution by smallest, largest, or just average - set smoothing groups from UV shells - shell align (it's ok for matching mirrored UV…
Hi, I'm very impressed of your Samurai. Can you say something about the techniques you have used to create all the details i.e. on the protector of the sword or on the surface on the helmet? How is it possible to create such details on a flat surface with this nice edge flow? How did you create the windings on the sword…