KoKo5oVaR Posted November 17, 2011 Report Posted November 17, 2011 Koko: i'm fighting with the LP, i'm on 6k tris, it's getting hard to go lower and lower, i would love to go around 4k, but i don't think this is possible, it is already blocky as hell I hope you don't use decimation master do your low by hand !!! http://www.topogun.com/ Quote
-HP- Posted November 17, 2011 Report Posted November 17, 2011 Exactly, learning how to retopologise it's a very valuable skills! Quote
arhurt Posted November 17, 2011 Report Posted November 17, 2011 ":6nzgsgym]Exactly, learning how to retopologise it's a very valuable skillz! Quote
KoKo5oVaR Posted November 17, 2011 Report Posted November 17, 2011 I repost it in case you would need it , this script changed my life ! well my 3d life ... I also found this super awesome script for MAX on polycount that realign the normals of your lowpoly to help you have more clean normal maps : GetVertNormalsFromFace by Enrico 'SyncViewS' Gullotti is a 3ds Max MAXScript tool that aligns all the vertex normals for the selected faces so they point perpendicular to their polygons. In other words, the same direction as the face normal would be facing. This is similar to the mig Normal Tools option "Fillet Outside". Once installed the script will be under the category Normal Tools, named Get Vert Normals from Faces. It works on Editable Poly objects only, and that must be the active modifier in the modifier stack. If an Edit Normals Modifier is not present, the script will add one right above Editable Poly. It should not mess with Smoothing Groups at all. Go into Face sub-object level, make a face selection and run the script. Every time a normal is modified by the script, it is made Explicit to retain the modifications. At the end the script will switch back to the base Editable Poly modifier and re-enter Face sub-object level (even if other modifiers are present in the stack). If you want to revert back to the original default normals, add an Edit Normals Modifier and reset the normals. http://wiki.polycount.com/VertexNormal? ... ace_0_2.ms GetVertNormalsFromFace_0_2.ms Works well for baking, at least; because not all engines allow customized normals; but UDK do Quote
knj Posted November 17, 2011 Report Posted November 17, 2011 Hahahah guys cool down ;-) i'm doing this by hand what i do: i export my lowest subd level mesh and in maya i retopo it, i don't like 3d coat much tried it at work but i had to clean the mesh by hand a lot so i prefer my way kokos great lookong script any chance for smth like that for maya? Quote
KoKo5oVaR Posted November 17, 2011 Report Posted November 17, 2011 arrhgrhgrhhrgggggggggggggrrrrrrrrrrrrlllllrrrrrrrrrrllllrrrrrrrrrrrrllll I don't know if something like that exist for maya dude Quote
knj Posted November 17, 2011 Report Posted November 17, 2011 arrhgrhgrhhrgggggggggggggrrrrrrrrrrrrlllllrrrrrrrrrrllllrrrrrrrrrrrrllll Quote
Pampers Posted November 17, 2011 Report Posted November 17, 2011 ooh thanks for the share kokos Quote
Tailgunner Posted November 17, 2011 Report Posted November 17, 2011 I repost it in case you would need it , this script changed my life ! well my 3d life ... I also found this super awesome script for MAX on polycount that realign the normals of your lowpoly to help you have more clean normal maps : GetVertNormalsFromFace by Enrico 'SyncViewS' Gullotti is a 3ds Max MAXScript tool that aligns all the vertex normals for the selected faces so they point perpendicular to their polygons. In other words, the same direction as the face normal would be facing. This is similar to the mig Normal Tools option "Fillet Outside". Once installed the script will be under the category Normal Tools, named Get Vert Normals from Faces. It works on Editable Poly objects only, and that must be the active modifier in the modifier stack. If an Edit Normals Modifier is not present, the script will add one right above Editable Poly. It should not mess with Smoothing Groups at all. Go into Face sub-object level, make a face selection and run the script. Every time a normal is modified by the script, it is made Explicit to retain the modifications. At the end the script will switch back to the base Editable Poly modifier and re-enter Face sub-object level (even if other modifiers are present in the stack). If you want to revert back to the original default normals, add an Edit Normals Modifier and reset the normals. http://wiki.polycount.com/VertexNormal? ... ace_0_2.ms GetVertNormalsFromFace_0_2.ms Works well for baking, at least; because not all engines allow customized normals; but UDK do http://migugi.net/mel/normalTools/ Maya version of that tool for all the cooler people. Quote
knj Posted November 17, 2011 Report Posted November 17, 2011 Maya version of that tool for all the cooler people. THX ! Quote
Tisky Posted November 22, 2011 Report Posted November 22, 2011 Just started up 3DS Max 2010. First creation after i figured out how to extrude (i used to play with milkshape 3d). Now i gotta figure out how to unwrap uvw and texture the barrells? Am i right? Someone, tell me what to do!? Quote
Froyok Posted November 22, 2011 Report Posted November 22, 2011 Just started up 3DS Max 2010. First creation after i figured out how to extrude (i used to play with milkshape 3d). Now i gotta figure out how to unwrap uvw and texture the barrells? Am i right? Someone, tell me what to do!? Be yourself. Quote
arhurt Posted November 23, 2011 Report Posted November 23, 2011 Be yourself. Last time we had that episode with the bathing suit... Quote
knj Posted November 23, 2011 Report Posted November 23, 2011 Lol you guys 3dmotive has got a good unwraping tutorial Quote
Tisky Posted November 23, 2011 Report Posted November 23, 2011 Thanks KNJ. The other dudes, you are motherfuckers!! :cop: :edit: Dammit, they want cash! :cop: Quote
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