The Zbrush way to do that would be to define your extruded shapes with the mask tool, then create polygroups from this mask and from there you have a tool that modifies the topology to make it follow the curves nicely. I don't remember the precise process, though.
Thanks. I think you start by just looking through the existing shaders the engine provides and then play around, modify them, and then see how it affects the material. Then you can start looking through papers/presentations and implement them into the engine.
@rexus if you didn’t modify the Program Files directory you don’t need a fresh install. Just go to C:\Users\Username\AppData\Local\Autodesk\3dsMax and rename toe 2017 folder to 2017.old. This will reset all the setting.
ok thank you very much i will try it today. So basically i add the turn to poly modifier to my low poly but i still use the same uvw unwrap map i have already created, right?
Thank you for reading! What kind of data did you like? What kind of info could we add? There's a lot we're going to modify, like the races categories. Do not hesitate to spread the article for us to get more feedback :)
as constraints will effect bones and bones will change character accordig to it's rig, so if a game engine supports bone motions, I don't think constraints or any other tools to modify bones movement, may cause something wrong during export.
Yeah, sure.. I'm just recovering from the terrible annoyance of cutting geometry into walls (etc) for tiling within an atlas for a mobile project.. and with Autodesk insisting on keeping UV mapping bound to a modifier, it'll stay that way for a while I'm sure ;)
Update 1.2 is live! Comes with ton of improvements. Most importantly, now you can modify/add skills without a need for scripting. Plus, price is now reduced by -25% (untill next update goes live, so grab it now)!
so what happens if you collapse your stack before exporting? I've never seen the max obj exporter do anything like this if you had modifiers on the mesh, im thinking you have a hidden mesh in your scene.
Splines and the sweep modifier. It has built in I-Beam, L-Beam, T-Beam and box shapes built in and if those don't work, you can define a custom shape. It makes your UV layout for you also, good stuff.