Download here: http://gg.gg/uzjnr
*Cut Tool 3ds Max
*Measure Tool 3ds Max
3ds Max opens a file dialog. In the file dialog, choose terrain.jpg, and then click Open. Wire the new terrain texture to the Terrain material node’s Diffuse Color component. Click the new Bitmap node to make it active, and on the Slate Material Editor toolbar, click (Show Shaded Material In Viewport) to turn it on. Tip 5: Exporting hair guides from ZBrush into 3ds Max. You can replicate the hair created in ZBrush with FiberMesh in 3ds Max by exporting the hair curves and using them as guides for the Hair and Fur modifier in 3ds Max. In ZBrush, in the FiberMesh menu, choose Export Curves and save it as an OBJ.
3D MODELS FOR GAMES
Creating High to Low Poly Models
This lesson is about creating a High to Low Poly Crate. Use the previous blog “Creating a Crate in 3ds MAX” if starting from a fresh page to catch up.
– Open the crate file and if the UV Editor mapping is still in the shape of a net, break the faces apart so they stand separately. Then select Pack UV in the tools bar and fit the faces as efficiently in the space as possible.
– Convert the crate back to an Editable Poly to apply the UVW changes. Then create a duplicate right-clicking on the crate and selecting clone. Rename this clone ‘High Poly Crate’. Then right-click the High Poly crate and tick Isolate Selection.
– Select all vertexes of the crate and alt click the outer and inner corner vertexes to deselect them. Then Chamfer to an appropriate figure (not too high or else the crate will look too smooth like plastic, where we’re trying to go for a metal crate appeal).– Then convert back to an editable poly and auto-smooth at a value of 20.
– Make sure that edge is on under the selection bar in the right-hand toolbar. Click-drag horizontally across the crate to select the edges and then connect them, using subdivisions from 20 (low poly) to 30 000 (high poly). I used 30 subdivisions.
– Then use Soft Selection in the right-hand toolbar to create dents or bullet-holes.
Java service wrapper example. – Now un-tick ‘Isolate Selection’ and select the Low Poly crate and go to Projection.
– Click pick-list in the right-hand toolbar under the projection section and select the High Poly Crate. Once selected pick it.
– Then go down to the Cage section (under Projection), tick shaded and increase the push amount to a sufficient distance from the crate. Then in the Rendering option at the top of the screen go under Render to Texture. Enable Projection under Projection Mapping, Add NormalsMap Element to the Output section and increase the map size to 2048X2048.
– Hit Render. (Note if red lines or dots appear in the Render, readjust the Push amount)
For the Lighting map Render, delete the NormalsMap element and add the ShadowsMap element. Insert a ‘Target Spot’ light and place above the crate. Then go back to the Render by Texture box and Click Render. This should show a slightly different mapping render of shaded and not so shaded areas.Cut Tool 3ds Max
This page contains several useful texture manipulation tools. The tools are listed below, with a description for each tool.Measure Tool 3ds Max
Included are a set of utilities for manipulating DDS image files, including: nvDXT, a command-line binary version of the nvDXT library, detach, a tool that extracts MIP levels from a DDS file, stitch, a tool that recombines MIP levels into a single DDS file and readDXT, which reads compressed images and writes TGA files.
Allows you to view .dds files in Thumbnail view in the Windows Explorer. Now with an installer. Thanks to Bruno Silva (Microsoft) for help with the thumbnail viewer.
Allows 3ds Max to read .dds files. The installer includes versions for 3ds Max 3, 4, and 5, as well as source code for the latest version. Thanks to Sean Palmer (www.Treyarch.com) for the 3dsmax .dds plugin
A collection of tools for creating texture atlases, which can help to increase batch sizes.
WTV was developed for simple DDS viewing, especially for those DDS files with an alpha channel.
Download here: http://gg.gg/uzjnr
https://diarynote.indered.space
*Cut Tool 3ds Max
*Measure Tool 3ds Max
3ds Max opens a file dialog. In the file dialog, choose terrain.jpg, and then click Open. Wire the new terrain texture to the Terrain material node’s Diffuse Color component. Click the new Bitmap node to make it active, and on the Slate Material Editor toolbar, click (Show Shaded Material In Viewport) to turn it on. Tip 5: Exporting hair guides from ZBrush into 3ds Max. You can replicate the hair created in ZBrush with FiberMesh in 3ds Max by exporting the hair curves and using them as guides for the Hair and Fur modifier in 3ds Max. In ZBrush, in the FiberMesh menu, choose Export Curves and save it as an OBJ.
3D MODELS FOR GAMES
Creating High to Low Poly Models
This lesson is about creating a High to Low Poly Crate. Use the previous blog “Creating a Crate in 3ds MAX” if starting from a fresh page to catch up.
– Open the crate file and if the UV Editor mapping is still in the shape of a net, break the faces apart so they stand separately. Then select Pack UV in the tools bar and fit the faces as efficiently in the space as possible.
– Convert the crate back to an Editable Poly to apply the UVW changes. Then create a duplicate right-clicking on the crate and selecting clone. Rename this clone ‘High Poly Crate’. Then right-click the High Poly crate and tick Isolate Selection.
– Select all vertexes of the crate and alt click the outer and inner corner vertexes to deselect them. Then Chamfer to an appropriate figure (not too high or else the crate will look too smooth like plastic, where we’re trying to go for a metal crate appeal).– Then convert back to an editable poly and auto-smooth at a value of 20.
– Make sure that edge is on under the selection bar in the right-hand toolbar. Click-drag horizontally across the crate to select the edges and then connect them, using subdivisions from 20 (low poly) to 30 000 (high poly). I used 30 subdivisions.
– Then use Soft Selection in the right-hand toolbar to create dents or bullet-holes.
Java service wrapper example. – Now un-tick ‘Isolate Selection’ and select the Low Poly crate and go to Projection.
– Click pick-list in the right-hand toolbar under the projection section and select the High Poly Crate. Once selected pick it.
– Then go down to the Cage section (under Projection), tick shaded and increase the push amount to a sufficient distance from the crate. Then in the Rendering option at the top of the screen go under Render to Texture. Enable Projection under Projection Mapping, Add NormalsMap Element to the Output section and increase the map size to 2048X2048.
– Hit Render. (Note if red lines or dots appear in the Render, readjust the Push amount)
For the Lighting map Render, delete the NormalsMap element and add the ShadowsMap element. Insert a ‘Target Spot’ light and place above the crate. Then go back to the Render by Texture box and Click Render. This should show a slightly different mapping render of shaded and not so shaded areas.Cut Tool 3ds Max
This page contains several useful texture manipulation tools. The tools are listed below, with a description for each tool.Measure Tool 3ds Max
Included are a set of utilities for manipulating DDS image files, including: nvDXT, a command-line binary version of the nvDXT library, detach, a tool that extracts MIP levels from a DDS file, stitch, a tool that recombines MIP levels into a single DDS file and readDXT, which reads compressed images and writes TGA files.
Allows you to view .dds files in Thumbnail view in the Windows Explorer. Now with an installer. Thanks to Bruno Silva (Microsoft) for help with the thumbnail viewer.
Allows 3ds Max to read .dds files. The installer includes versions for 3ds Max 3, 4, and 5, as well as source code for the latest version. Thanks to Sean Palmer (www.Treyarch.com) for the 3dsmax .dds plugin
A collection of tools for creating texture atlases, which can help to increase batch sizes.
WTV was developed for simple DDS viewing, especially for those DDS files with an alpha channel.
Download here: http://gg.gg/uzjnr
https://diarynote.indered.space
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