max is being stupid (its never me) i was sure if you have an edge selection in a uvw editor modifier that when you collapsed the stack it saved the selection, but its not doing it for me today.
mmh. If you use modify->convert->paint effects to polygon it should convert the viewport mesh 1:1 to polygons(unfortunately to triangulated, no quad convert supported). I just checked, works fine.
Decided on a shape for the legs. Now I just need to modify the design to better fit and allow for more movement. Funny thing is, I plan to go back and reuse the original design as a variant model.
If it looks shinny and wet, then modify the roughness. If it's metal and has dirt on top of it, then leave the dirt as non-metallic, but if you want the actual metal to show up but beaten up, then just play around with the roughness.
I'm glad that you find this useful. I also just updated the image to explain why I like using Basic materialB over a few others and how I modify it to my liking.
What do your render to texture settings look like and what kind of map are you baking in that image? It looks like your render to texture settings don't have the projection modifier turned on.
Thanks! Ok, I will =) Yeah, the silhouette looks better this way. SO late update. modified the stitches and that's about it. Next up is the shirt. I will probably rig him up eventually. Thanks again!
Camtasia is a good screen recorder, with plenty of usefull features. Good videos btw ! Does this spagetti thing is build in splines? Could be cool to setup armor and suit design shapes then apply a surface modifier on it !
ok, tnx for that tip. I will try both technique. I think i will lern to do as mutch i can about boones and the skin modifier befor i start using plugins! But tnx!
Jesse: You could also try using displacement maps. Export a lower subdivision level, generate displacement maps to your highest level of subdivision. Import into max, apply meshsmooth & displacement modifiers.