Hi Im working on a workflow which uses Mudbox as a way to sculpt more detail into tree's. The problem im facing is during texturing. When my tree has been UV mapped into several parts (up to 10 sometimes), i can't place all the parts into the square, the reason being if i do it, the textures will be very low-res, so…
Hey guys, i know I'm late to the party but here's my Royal blood set. Its mostly inspired by italian noble weaponry and by Maximilian I. I went for an historical style so no fancy unpractical stuff. The sword is a longsword replacement and is pretty much done, some minor tweaking to be done. To maximize the resolution of…
Hallo everyone, I thought I'd try my hand at making a skin set for all of the Field Medic's guns. I thought a blue and black/grey hexagonal pattern would complement the weapons' designs. (blue relating to the Field Medic, and the hexagons representing Horzine) I figure a sleek and simple design would be the best. Reference…
So usually if I'd rig a robot I'd parent the different parts (as mesh objects) to the bones. But for my school project we are using our own engine and supposedly it doesn't support having multiple meshes like that. The solution I guess is to skin the mesh to the bones but that'll cause a lot of trouble since there are many…
Hello :DThis thread is one of my favourites and I'm just mucking around in Max right now with some of my own lowpoly stuff. I already have my viewport set up to render unfiltered but I am hoping others can help me with some specific questions about lighting/rendering in Max for lowpoly assets. What I want is to get shadows…
Hello. I'm following along to this tutorial and around the 5 min mark, it shows megascans imported Bridge to UE4 that are already shaded with a customizable Master shader. My shaders are empty. Do I need to set anything up?
We had to model a table/chair set and a temple for my 3d modeling class. No polycount specification or anything, just model. So I just kind of went with it, both are way more polygons than they should be, but I doubt they'll ever have any use, so oh well. They got the marks I needed. Anyways, I'd still love any critiques…
I don't normally watch tutorials because I obviously already know everything but this autoplayed and I thought it was very good. Greybeards (should) know all this but if you're smol and haven't had the light drained from your eyes yet there's a very good chance you'll learn something useful by watching it.…
What's going on, fellow devs. I recently uploaded a kind of informative video about what channel packing is and why it is important. Additionally, I will show you how to pack your textures in Photoshop and finally, we are going to set it up correctly in Unreal Engine. Channel packing sounds familiar to experienced users,…
Hi - Does anyone know how to export displacement maps out of zbrush 4 that work in 3ds max 2010? I am having very little luck with this. Specifically the renders look very inflated with standard export settings. I think the mid value may be off, or maybe the range is screwy. Also, does the image need to be 16 bit or 32…