Small update. Getting close with the high poly then I'll take it into Zbrush to work on the details. I modeled everything flat and used a bend modifier to test it. Credit to Artem for the cool render tutorial on his site.
here r some updates. SHEPEIRO, no props yet :( Major changes: added more material variety to buildings, plus some additional major objects like exterior elevator and modified yet untextured pipes:
Have a look at the sweep modifier perhaps, introduced in Max 7 or 8. You can have splines with several intersecting segments there. In that case you also have the option for an automated boolean union. Results vary
Hello everyone, I have issues with reexporting a skinned mesh from MAX to UNITY. I used regular import / export but also the Unity Max Integration plugin with the same results. I do not modify anything inside Max, I only Import FBX from Unity and Export to Unity from Max. As you can see in the pictures the reexported fbx…
Maya doesn't do smoothing groups so they can't be exported. There are some smoothing group generation scripts available - not always 100% reliable though. Failing that.. Can you derive creasing from hard edges in the opensubdiv modifier? I've not tried
You can get rigs that use armatures and/or shapekeys into Unity from Blender just fine, although shape keys only export if you turn off Apply Modifiers in the FBX export settings. There shouldn't be a difference in the final result in the engine.
Sometimes it's a good idea to tweak the content packs a bit to get what you may need. Here's a little tute on modifying a pre-made prop from an iClone content pack... [ame] https://www.youtube.com/watch?v=SwggWK8n60o[/ame]
Sorry, missed the replies on here. acitone: We're on a heavily-modified Unreal3 build. Yuze: Yeah, that's pretty much spot on. There's a single rig, morphable base meshes (body types for player and clothing items), as well as PHAT bones where applicable.
This is only a theory, but maybe if you try adding a greaseproof paper modifier between the brownies and the pan in the stack, you might get softer edges?? Also I think you need to bake with larger cage as I said the other night.
http://www.scriptspot.com/3ds-max/plugins/vorofrag this basically does the same thing but as a modifier which is much easier to use imo. i'd be wary of trying to do any simulation in max though - the dynamics tools are much worse than mayas