I'm now trying to make an indoor shrub of sorts. I'm struggling to realize the best method to create such. I instinctively began by having a vertical plane for a stem and then a plan horizontally above it like a canopy, but then I immediately began to question it. Now I'm wondering if I should simply use spline for stems…
do you have reference for the garage you are modeling after? or where you are getting your ideas from? immediately the problems i see are as follows - -the windows show almost no reaction to that intense light they are leaving on the ground. -there is no sign of underlying supporting architecture like support beams,…
Hi, Plz help me friends, there, i'm having problem ith 3dmax's polygon cutting tool. at start it works fine. but when the polygons starts to build up the cut is'nt working like before. like when i click on an edge where i want start cutting it does'nt fall in where i clicked it but falls on the nearest vertex. i've…
At the same time, I wouldn't even put all those rivets manually on a piece like that, because each rivet would have to be the size of my fist to be seen properly with it looking like a square, at least from that image, if you're working a generic non-hero piece in game res quality without needing a million texture calls. I…
in maya you can deform geometry using a curve so i would build my road ontop of the terrian, use on of it's edge loops to create a curve, than use that curve with the wire deformer, to push and pull vertices of the underlying terrain mesh to the same level as the road. also real roads have thickness, so give your road some…
That is a "pole" (you have more than four edges meeting at a point). You could connect the vertical edge loops (run parallel to the center line) and end up with some tris (you will never get away from having a few tris). You could then delete particular edges between the newly connected edges and the center line (or…
Thank you L0N3Y, heboltz3. I found that if I just combine the meshes then export, the fbx exporter will pop up an error says "Unsupported Operation on Mesh Vertices." and "to correct this, delete the Non-deformer history before exporting.". But when I delete the history of the combined mesh, the bind info(skinCluster and…
Aw I love that kind of games :3 Good luck with all that. Looks very cute, I love the artstyle. Isn't your character way too high poly though? The eyes and mouth look like something you could do on a texture on separate faces and change with an animation, and even if you want to animate her face by moving vertices it…
That video was awesome. I got a few questions though. First, how do you get texture coordinates for the new vertices? When you displace a surface, does it just use whatever texture was already there? That would mean that for a displacement that goes well beyond the silhouette of the original object (like the spikes in the…
its 2 different things, exploded bake is used when you wanna bake out some moving parts (like gun bolt), and cage is "option", where there is set exact copy of lowpoly but this copy is "bigger" and mostly its vertices are "pushed" outwards along its normals. This cage technique is made for objects with multiple smoothing…