Hey all. Wanted to ask here before I have to go off and have to write a maxscript for it. I'm trying to create floating island style fragments of land using procedural methods. Now I quite like maxscript and using 3dsmax seemed like a decent way of prototyping the procedural techniques before I have to write the code for…
Your main task will be to create 3D models for our next big title. Your everyday work will include: creating and modifying 3D models, working directly with the Art Director, with direction of your work being detailed by the Art Guide, creating 3D models according to defined technical requirements and ensuring the quality…
I am using 3dsmax's Render to texture to transfer Normal, Diffuse, Spec and lighting maps from my detail mesh to my render mesh. Problem is that there is no "bleeding" of textures past the UVs so when I view the model in engine. I see the seams all black and ugly when it gets mip-mapped. I was told that there is a plugin…
I am familiar with 3d workflows of tv/film but now want to learn game environment art. Can someone pls tell me what the major tools used are? I take it something like vue, speedtree, etc may not be compatible with game engines? So is it just creating assets and putting then in the scene in unity or unreal? How do u go…
This is about characters which will be rigged and animated later for games/tv. Do you build a low-poly base model with correct topology in maya/3dsmax/modo and then go to zbrush/mudbox to sculpt at high res, and bake maps and back to low-res in maya/3ds OR or is it quicker to start in a program like zbrush (which has more…
I would start with what programs you are going to use and figure out which brand will work best. As far as raw power goes AMD and NVidia are fairly close (in the mid to high end price range anyway). I have used AMD for the last 5 or 6 years and they work well for most things. However, I have been using VRay for rendering…
That last post was sarcasm, EDIT: Robert, just to clarify Richard, take it from someone else who’s lived in Virginia, what you’re hoping to jus do right now is NOT going to get your foot in the door. Seriously take Satoshi’s advice. Theres so so much weird implicit experiential stuff you learn when you’re finally…
Don't UV each polygon separately. This is bad for two reasons: 1) it creates visible seams where the textures do not match perfectly. 2) it increases the vertex count in the game. It is better to UV a surface in larger contiguous pieces. In your example, the top of the island will be grass, so it should be mapped as one…
Polyhertz, the quad from edge script works well. I just found out that RappaTools has this functionality in the bridge tools tho. Makes me feel bad telling you since you put the effort in to write the script. The Quad from vertex script unfortunately gives me an error. Have tested it in max 14 and 15.…
It really depends on the purpose and size of the environment. If the environment is pretty large (like part of a big lake environment) then I would generate a coastal terrain inside of worldmachine and texture paint it inside the desired engine with some tiled materials. You can then add minor props like river rocks/grass…