Thanks passerby :) So, you are making something like this, right? I'd use a tapered cylinder instead of a cone. That way you can have tiling UVs(unwrap as a regular cylinder) so the panner will work much better. In addition, I'd use the emissive input of the material, change the blend mode to additive and change lighting…
lattice modifier - you are talking about 3ds max' FFD? if it's an unskinned character then it's quite simple - create a copy of all the pieces, attach them together into a single proxy mesh, make the lattice work as desired on this, then deactivate the modifier. now use a skinwrap modifier on each part of your original…
i'd attempt that in max with the cloth modifier. in the cloth object properties window you'll have to add all the objects that are going to be part of oyur simulation and set them to either be a cloth object or as collider. you can set vertex groups to attach to other geometry in there so this is how you would have your…
The thing I notice with your work is this grainy, almost low quality resolution look to your textures. Not sure what that is but thought it was worth mentioning. Perhaps add some green vegetation to the brick wall along the bottom. Maybe use vertex paint to vary it. What's the story with this scene anyway? Did something or…
It should be straight forward. 1. Assign proper hard/soft edges on your low res mesh. Vertex Normal toolkit FTW! 2. Set desire round edge shader property 3. Bake an Object Space(OS) normal map in Modo with bake distance of 0(zero). 4. Use Xnormal(or Handplane) to convert the OS normal to tangent space. 5. Now you can go…
Materials look pretty good. One flaw that I can see is the seams where the flat plain on the side (of the drawer) meets the extruded part on the side. Or it might be that my eye is just tricking me. Anyhow, if it is the case of the seams, it is really easy to fix. If you are working in Blender you can easly fix them by…
@Tectonic : thank you for the link, very useful info, a lot to take in and a lot of reading :) @noosence : you were right, after moving that vertex, the pinching vent away. I still need more practice when it comes to cutting detail into round surface. So last two days I have been messing with cages and baking and the…
Looks great! Loved the waterfalls. :) Some sugestions: -The waterfalls are very nice, but there are a few that when it is seen from the aerial view looks too low res. Maybe some extra geometry there would fix it. But if this is not seen ingame, forget it. ;) -the attack trail looks broken (not soft and rounded). Did you…
What exactly do you mean? I know the technique for using subuv textures but are you referring to different star colours? or the shape of the 'lens spikes' ? Because what I have at the moment is a simple sphere mask with a vertex colour multiplier for all the different colours of stars and one special version where it…
My script does this with something called the "XsiDuplicate" command. It basically replace the default "CTRL+D" (duplicate) command by one more aware of the current selection. - On a object : duplicate the whole object - On a face : extrude (and gives your the previous manipulator you were using) - On an edge : extrude…