@Eric Chadwick Hello, thank you for the feedback!The reason for adding that ring around the holes was to hold the shading, the loops on flat surfaces of the nut shape I don't know how to terminate those, maya's default triangulation keeps making the same topology. I'm sorry but I'm still not sure on how to fix this…
The default naming suffices are _high and _low Have you changed the bake settings to account for your naming convention? Also - did you carefully read the Allegorithmic documentation on baking by name? I only ask because 9 times out of 10 when I get asked about this at work the answer is no.
I don't know, vertex blending can be really good, as long as you put a bit more into it then just using the default vertex color setup. This tutorial shows some examples, where you can get some sharper definitions between the textures, instead of the fading effect:…
It's out, the first service pack for mudbox is also out. Go go go... Be warned the 3dsmax hot fix doesn't fix the "can't save defaults" in the UVW editor, and the editor still lags quite a bit when closing... but some of the other things are helpful, like being able to edit skin weights!
Another update- Still to do: More Unique Rocks Foliage texture (like grass to place along the ground and around the rocks) Mountain rock/mud texture Vertex paint moss/mountains etc Lighting/fog atmosphere Sky is ue4 default currently, so I'd like to alter that by adding clouds or something.
I think the character and Idea look great, but for some reason, I think that there's something that detracts from the presentation of a model when default 3ds max materials are applied (the colors that the objects have when you lay them out) nut that's just me. Can't wait to see it when it's all done! :)
You mean this? http://download.autodesk.com/us/3dsmax/2012tutorials/index.html?url=files/GUID-708E3CF3-33ED-4C83-BBD4-7DCB9109DDA0.htm,topicNumber=d29e29149 I know that , but I do not know how to make it so that it retains the same colors of my textures and not alter them due to the default renderer in 3dsmax
No problemo. Good to know GoZ worked out smoothly. If importing an obj the other way does anything other than smoothly update the geometry and UVs (instantly and quietly), then its likely that the vertex order has changed. I find this is more likely to occur if there are polygroups or if Tool: Export: Grp is on (which it…
By nature trimsmoothborder is a very aggressive brush. With the trim brushes you can gain more control over edges by alternating between zsub(default) and Zadd. It takes a bit of practice but does help.The fact that you have a large brush size means it'll always be more difficult to control in tight areas.
The lighting setup and material still aren't very flattering. And it's making it hard to properly judge your model. I'd either use marmoset or get rid of the lighting and just use the default max viewport lighting and a dark material with like 60-70spec and 10-20 gloss. I.e. this http://i.imgur.com/eAtyvKL.jpg