I had this idea in the last few days: it would be a maxscript creating some floater in which one could take snapshots of Bounding Box selections of the UVW editor selection with a exact screenshot/ thumbnail of the Texture within that area. This would be useful if one works with lots of different Tile Sets in 1 texture…
None of these are and none of them are better all around, they all function in different scenarios based upon how a game is being built or any project for that matter. There are also several other methods you didn't list that have their use cases. Method 1 is usually not just by itself most of the time there are…
Mark knows his stuff so consider this an addendum . 4 - 7 : Max's snapping is more powerful than Maya's, it's a little inconvenient when you're used to holding down a key to turn it on and it does take a little time to get your head round it but persevere and you'll be cursing Maya for it's snapping ineptitude in no time.…
I would go with a floater for the text (Simply small quad planes on both sides). If you put it on an extra texture you could also allow the player/system to change the text without needing a complete new texture for the gun. This would be four additional verts for each text, and as you can mirror/re-use it, only a small…
lowpoly meshes are something entirely different, and i agree you should triangulate them, but quad only for lowpoly makes even less sense than for highpoly, as in engine all will be tris. don't make it a rule! 5sides ngons can work great or can be horrible. Any N-Sided polygon with more than 5 sides can easily be cleaned…
Hey there. I'm baking out a Tommy Gun I'm working on currently. In order to maximise UV density I decided to use 2 UV maps(one for the drum magazine, bullet, grip and front pump. Another UV for the body and the rest of the parts). When it comes to baking with the "ignore groups" setting on(to assist Substance Painter…
Here's a better image to critique:poly136: To clear things up, it is for Unreal 2004 (my school doesn't have Unreal 3 yet). I plan on modeling it up later for Unreal 3 when I get the chance. I agree with Racer, the 1024 was much too hi-res so I lowered it to 512 for this render. Pliang, the normal map wasn't processed…
"yo flashhider is whack! PEACE" :) i chuckled. Other than that, I am liking how this M16 is coming along! By "he needs softer edges"... that is the greebles and all the normal map stuff... it needs more "slope" as they will NOT be in the geometry AND you do it SO they get read in the bake better. At the moment you giving 1…
Place the low poly elements and their corresponding high poly elements next to each other, but away from other parts of the mesh. IE, the grate from the high and the plane from the low poly should be moved up a bit and away from the 'base'. The two cylinders can be moved out of the groove. You want the exploded elements to…
Bottle question: Depending on how close that bottle would be to the player and the general style you might get away with just a very glossy (but opaque) illum material. If it's close up you would want to go for the glass shader and either put the label on a floater or if its possible in the existing topo just give the…