check out: http://www.sidefx.com/index.php?option=com_content&task=view&Itemid=322&id=1482 the same can be done in max with the cloth modifier in which you can define as well different material types (not just cloth) and make soft vertex selections to define unaffected or different material behavior.
Vertex colors are colors your vertices can have (well, duh). They're a way of adding color information directly onto the mesh without using or modifying textures. Lighting, for example, is a common usage of vertex colors because you'd likely reuse textures on the scene and cannot paint all the shading on the textures.
[ QUOTE ] Plus, both Silo and Modo seem to kinda really suck when it comes to UVing for game art, which could make things hard for primarily a texture artist. [/ QUOTE ] You tell em! Live LSCM? Who needs that when you have the godly Max UVunwrap modifier... yeah...
I had problems importing back a modified base mesh from max (ie polycount mismatch) and turns out i needed to re-export as editable poly because that is how i originally exported it. So try editable mesh first and then editable poly. http://boards.polycount.net/showthread.php?t=62043
Haha, i just noticed it was a box handle... ahh my big mistake, but i was doing it at 2AM in the morning... college in like 7 hours after.. So i was a bit tierd. Yes i shall give it a quick modify, question is bar the handle... does it look like it could belong in a game?
Bones are cheaper than blendshapes. Blendshapes (when done correclty!) look better. Bones can be automated to an extent, so if you are using lots of heads, you can use the same animations and rigs and modify them, whereas blendshapes will have to be sculpted for every mesh. So like everything in games, it is a tradeoff.
Hello people, i just started a fanart of Undertale. I did the body and head on zbrush, everything else in Blender. For the clothing i tried using the cloth physic feature in blender to get a mesh i can then put on zbrush to clean and modify as needed, i believe marvelous designer has a similar workflow? Anyway, any…
First off...sorry, I had to use a pun. But anyway im having an issue with this gnarly little seam that wanted to show up to the party and generally just be a jerk. Ive essentially modelled half the gun, baked the normals then just used a symmetry modifier and welded them together but along came this seam. Anyone have any…
I'm designing a high poly female model in 3ds max and have made quite good progress (this is my first proper project), but i'm struggling to get the lips to have any definition when a smoothing modifier is applied :L any help is much appreciated :D (project photos attached) http://binarydesign.co.cc/web_images/lips1.jpg…
Edit: Even after enabling Mrgb I am unable to modify the mesh.. I am using dynamesh, but I'm unable to use a lot of the brushes (standard, clay buildup, etc) They are not affecting the model, and are not adding steps to the history. Only move seems to work. Does anyone know why this is happening and/or how to fix this?…