here's how it works atm. It works witha system where you create a material layer (from which you can create material layer instances), a material layer blend, and then a master material. The 3 work together to create the above. I only have 1 material layer and it looks like this. Also Since I've learnt about the reroute…
Hi People, im working on a high poly model and i must add a hole where is already some geometry. Cutting this Shape in and Extrude in dont look good. What would be the best way to make a hole in there? Thanks, Gazu
Hey everyone, I just released part 1 of a DVD that covers building this case prop: The first half is something like 4 hours long and covers high poly, low poly, UVs and baking with a focus on working quickly. Check it out: http://www.3dmotive.com/training/3ds-max/asset-workflow-series-the-briefcase-part-1/ The second half…
Thanks, and yeah I'm using unreal engine 4. The first screenshots were in marmoset as it was faster for me to alt tab to preview changes, then UDK, and now finally I'm sticking with unreal 4 for this. Ideally I'd eventually fill in the whole castle walls with exterior house models (would love to add in a second level…
I was just playing around in gmax and I was scrolling down the tools on the right to make some edges invisible when the whole thing just disappeared! How do I get it back? I don't know what I did that made it go away and nothing I've tried has managed to get it back.
Hey, So I've posted quite a bit on here and ended up taking a break and I got asked to post some stuff i make for critique to improve I did this spanner/wrench depending where you are from and would like to hear your thoughts. I will admit I did get stuck on the clean up of topology and I think i need to improve in that…
Is there a nice workflow to take some of the shapes I created in NDO to reuse in DDO? At the moment, paths, for example, get destroyed when I convert a path to a layer. I'd want to take that path I just created and reuse that work to help me create a shape in my color id map to give that area a different color. This would…