I stand corrected. You learn something new everyday. As for modeling the washers to follow the contour of the tank, I would model them normally, position it over the pipe, then use the Align tool (in 3ds Max) to get the angle right to the surface, then set turn on Snaps with the Face option checked and snap the bottom…
Are you going to make a lighting pass on this? If so, I would even out your vert distribution. Right now your vertical walls are pretty empty; might want to add a few faces for lighting purposes. If you're over the poly count, that's ok, as long as it pays off with better lighting. For texture maps, I wouldn't go over 4 or…
Well, actually, the project I am working is kind of toy based. We have very small vehicles and there is the potential to get extremely close to the ground. I was hoping for this particular situation to avoid getting that close, but if we want to re-use these assets in other areas it would become a problem. I do see your…
[ QUOTE ] have worked with a couple of 7 year veterans. [/ QUOTE ] Do you realize how odd that sounds? A veteran after 7 years? A dog lives longer then that. Eh, I figure my drawing skills are more important then shifting some vertices around. Zbrush is something I should play with though. My Maya teacher tells me, if you…
Hello everyone! In this project, I want to create a spacecraft compartment with cryogenic capsules. At the same time, I will use only one trim and several tiles. In the previous project, this approach worked well enough, so I intend to use it further. There will be three rooms. Two rooms with cryogenic capsules and medical…
I made a shader in Shader Forge in Unity, and I'm trying to replicate it using Shader FX in 3ds Max 2015. This is to help me (and an outsource team) to create content that works well with our shader. I have everything working great, except for the vertex shader part, which applies a wind effect to vertices with blue vertex…
Last night I was doing some test renders for Normal Map and AO Map for an asset to be used in a UT3 map and Max's render to texture kept rendering them out with the images not going fully out to the border. When you open them up in Photoshop they'd have an even border around the image of transparency and no rendered image.…
Hey Polycount! Sorry if my first post in a long while is a question but Maya has driven me into a corner! I'm in need of a blendshape driven vertex colour system that will colour my polygon's vertex colours as they are displaced from their original position. What I'm thinking of at the moment is calling the current vertex…
Hayo so this is my first post here on polycount, and this is also my first project that I finished in UE4. Critique welcomed. The environment consists of a mountain valley in the Dolomites. This was more or less a exercise/challenge to get a project done from start to finish and to apply my UE4 knowledge. It was also a…
Did a search on this, didn't find any thread titles related to it, so i thought I'd ask. Is there a way to hide faces in Maya besides the isolate selected feature (which also hides everything else including my reference plane [and i don't want to have to un-reference the plane, select and re-reference the plane every time…