[QUOTE=kirby2112;38217815]Who, me?[/QUOTE]
Yes you
[editline]28th October 2012[/editline]
I need a program that automatically arranges the UV chunks to take up as much space as possible. Like an automatic puzzle solver.
Surely this must exist?
[QUOTE=TonyP;38217820]Yes you[/QUOTE]
Couldn't be.
Then who?
[QUOTE=TonyP;38217961]Then who?[/QUOTE]
Tommy Lee?
[editline]28th October 2012[/editline]
Also, I'm using the hair and fur modifier in 3ds max.
[QUOTE=kirby2112;38218021]Tommy Lee?
[editline]28th October 2012[/editline]
Also, I'm using the hair and fur modifier in 3ds max.[/QUOTE]
Turn off 'fade ends' or whatever it is, and put passes to zero or whatever's the lowest.
[QUOTE=TonyP;38217961]Then who?[/QUOTE]
High fives all around!
[QUOTE=TonyP;38218067]Turn off 'fade ends' or whatever it is, and put passes to zero or whatever's the lowest.[/QUOTE]
lowest is one, and fade ends is off.
Maybe change to MR PRIM or geometry in the modifier options.
[editline]28th October 2012[/editline]
Also if anybody could make a normal map with this for me it'd be great. 4096x4096 preferrably.
[url]http://www.2shared.com/file/f-EbiKQb/Shoemeshes.html[/url]
[QUOTE=TonyP;38217786]Can anybody explain to me why the only time normal maps look proper in 3dsmax is when they've been generated by the program?[/QUOTE]
are you talking about in the viewport or when rendered
[QUOTE=TonyP;38217820]I need a program that automatically arranges the UV chunks to take up as much space as possible. Like an automatic puzzle solver.
Surely this must exist?[/QUOTE]
The regular 3ds pack function?
but you won't get a better result than packing them by hand.
[QUOTE=DOG-GY;38218432]are you talking about in the viewport or when rendered
The regular 3ds pack function?
but you won't get a better result than packing them by hand.[/QUOTE]
Both, 3dsmax has never ever showed normal maps properly for me unless they were generated by 3dsmax and never opened and saved by a different program.
That repeating pattern is making my eyes go crossed.
I need some help to improve my texturing skills. What would be a good training target without that you have to model and then texture the model? Since when I usually do some modelling, it takes time from me, and leaves little time to texture it.
[QUOTE=Gm10man;38221984]I need some help to improve my texturing skills. What would be a good training target without that you have to model and then texture the model? Since when I usually do some modelling, it takes time from me, and leaves little time to texture it.[/QUOTE]
Retexture an older model of yours.
[QUOTE=TonyP;38221647]That repeating pattern is making my eyes go crossed.[/QUOTE]
gonna add a bunch of different grass tiles so hopefully i'll have enough variation that this is no longer an issue.
it also looks a lot better now that i softened the grass tiles and removed the grid:
[img]http://filesmelt.com/dl/Mock_Scene_2.png[/img]
[QUOTE=TonyP;38218367]Maybe change to MR PRIM or geometry in the modifier options.[/QUOTE]
I recomend modeling a piece of grass, and using it as geometry.
go into effects by pressing F8, and find the Hair and Fur options.
I am SO proud of my box, I'm going to sit around and just make renders of it ALL DAY:
[img]http://puu.sh/1jJMf[/img]
It's a nice crate, but to be honest it's very bland.
Try adding some military stencil text on it, and maybe add transportation parts that would be used by machinery.
You want to give your prop a story. Where has it been, what's happened to it, etc. it may sound stupid for something as common as a crate, but it really gives an object life.
For example, I can see a crate like that being a bit more dirty on its underside. I imagine it was
most likely push around a bit. Try adding some subtle grunge and scrapes onto the bottom area of the crate.
[QUOTE=paul simon;38223032]I am SO proud of my box, I'm going to sit around and just make renders of it ALL DAY:
[img]http://puu.sh/1jJMf[/img][/QUOTE]
Smoothing the edges might also be a good idea, they're waaay too sharp right now.
I think the edges are a bit too hard as well. I'd be afraid of shearing my hand off trying to pick that thing up.
Another thing to think about: How would you open that crate? I think the edge supports are way too thick for how flimsy the sides look.
Yeah, add some smoothing to the edges, just to break this hardness of the lighting on the edges.
[QUOTE=paul simon;38223032]I am SO proud of my box, I'm going to sit around and just make renders of it ALL DAY:
[img]http://puu.sh/1jJMf[/img][/QUOTE]
Got quite a few texturing errors that you should fix. Mostly just around the corners, where most people are probably going to overlook.
[img]https://dl.dropbox.com/u/10565588/Pictures/maya%202012-10-28%2020-01-54-70.png[/img]
Highpoly wip
~1million tris with the other wheels added :v:
About that crate, planks tend to be square and sharp and if that's a game model then there's absolutely no need for it. If it's a presentation model, sure.
[QUOTE=ZombieDawgs;38224855][img]https://dl.dropbox.com/u/10565588/Pictures/maya%202012-10-28%2020-01-54-70.png[/img]
Highpoly wip
~1million tris with the other wheels added :v:[/QUOTE]
Your edges are looking very hard, bro. I'm sure you've seen this a hundred times already, but it applies nonetheless.
[img]http://i158.photobucket.com/albums/t92/ddexter2/racer.jpg[/img]
Lets get some halloween themed stuff up in this place!
[IMG]http://2.bp.blogspot.com/-3jrwH7mXvig/UI1brJS4azI/AAAAAAAAARA/as8Uixc-jQw/s1600/dag39.png[/IMG]
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