Some things: 1. Avoid to use the 3ds2max OBJ exporter. It does not export well the vertex normals. If you are forced to use it sure you enable the "smooth normals" xNormal option n case you have problems. If you use ZBrush or Silo sure you set the correct options to export the model in standard OpenGL/Maya/XSI right-handed…
Problem is I use shift middle mouse to constrain to an axis, then to reset the axis to x y z with no constraint in 2008 I could just hit w, in 2009 I have to hit q then hit w. Gayness.
I had an idea for my UV/texture script collection http://boards.polycount.net/showthread.php?t=60553&page=4 that would swap-render from uv channel to uv channel without much loss to things like this. Texture painting might be nice and all but peformance in most of them is piece of shit and sometimes even they cant maneuver…
This is Maya, but probably translate-able to Max: Create a sphere with a # of subdivision axii(spelling?), the edges that radiate from one pole to another, divisible by 4 (ie. 8, 12, 16, 20, etc), then delete every other edge at the poles...
For the sphere pole thing, I usually use an even number of axial divisions, and delete every other edge at the pole. It's a quick solution to get all quads, and works decently.
on the subject of "more water stains, less dirt and rust" To be fair a post nuclear apocalyptic environment would have none of the greenery that would keep the soil on the ground making for severe dust bowl situations, so maybe a look at abandoned places in Oklahoma or Arizona, or possibly Australia during droughts and…
True, there are parts where the normal maps might have some odd results. For example, if you mirror along an opposing axis, the lights and shadows and bevels and highlights might all be in a different direction. The same goes for your spec map...this is where you could possibly also have some strange results in an engine…
Hey there Emiraly. Not sure if there is some fancy tool in Maya or whatever else to set that up, and there could be some sort of secret, mysterious wisdom of the ancients out there to prove me wrong, but as far as I know, UVs are written within the 0-1 bounds, then scaled proportionately to your square or rectangular…
Agreed. You should take a look at their displacement tools. It so evil I think it actually kills a kitten each time someone changes the push/pull axis from the drop down menu. I would check on that but it locks the viewport window... Don't get me started on the material browser. I can not wait for the next source update if…
1). Split Polygon tool has a snapping tolerance option, you can choose how powerful to make the snap, and where along the line to snap. It defaults to 50% along an edge, if you increase the tolerance then it will be more likely to jump to exactly 50% if you're near the middle of the edge. Unfortunately without custom…