I find this separating and piece re-naming tedious and annoying . In many cases you have to keep UV on hi res. Especially when you start from low res and detail it. Sometimes UV on hi res is necessary just to do small details there. Then it's just baking object space normal map and converting it into tangent space in…
I don't know if this is really the right place to put this thread but I have to ask; How do guns expel casings in games? Do they spawn a separate object every time the weapon fires or are the guns and bullets a single object with an animset?
When selecting vertex mode in a object it is showing too many vertices in 3ds max. I mean, from the back of the object. Those points are not isolated vertex by the way. Well, it something like this. Any clues? Thx in advance!
Hi When I try to load my mesh I get this error :-1: System nullreferenceexception : reference to an object no set to instance of an object ... what means and what shoudl I do to fix?
Lets say you've created a wall but in two pieces and its time UV them. Should an Objects texel density always encompass the entire 0-1 space or should it be relative to the size of the object???
soo, now we need to bake first an object space normal map and after that using handplane to convert the object space normal into a tangent space normal, right ?
Here is a picture of what happens when I skin the right shin to the new rightShin_HELP object. Even with a position and orientation constraint, it is clear that the object is not following the bone correctly.
Yea disable the low ploy shadow casting, or inside edit poly under element sub object mode hide all the pieces, but keep the object selected, then render.