-snip, Juniez ninja'd me with a much better answer-
Yea, in the Map settings in the material editor, under 'Bitmap Parameters'. Change Filtering from 'Pyrmidial' to 'None'.
Thanks guys! I fixed it :D
i dont even know anymore
I don't think a stick of butter makes for a useful barrel.
nah it'll probably be fine
its a gun
I know this is hardly art, but here is a ball of fur.
It took 8 hours to render.
That's the shit!
So I tried out Blender's UV from Viewpoint thing. It think it worked out pretty well, and texture stretching wasn't too big of a problem.
The UV was certainly easier to work with (PS I suck at texturing).
Yes, I know the hammer is not visible on Ruger 9mm pistols. Please don't shoot me.
When making objects like screws and bolts, not should I cap the end of the geometry? As in, how do I create the end of the screw/bolt? Anyone got any tutorials? Program doesn't really matter, just need the technique.
Your smoothing groups aren't doing any favors since they're just making everything extremely hard edged.
Yeah it actually looks a lot nicer with smooth edges.
I'm talking about both. Everything contributes to the look of a material. Spec, diffuse, norms/bump are all equally important.
Nothing does hair like REYES.
I've seen a few minecraft renders in the mix, but the only mc to obj converter I can find is quag/mcobj, but it doesn't support UVs or Textures in any form. Is there another of which I am unaware?
I usually do screws in separate pieces. I'll use a helix, extrude it upward into a cylinder, then make the tops and bottoms align. Extrude out the ring that goes from top to bottom, FFD modifier (3ds max) to taper one end off considerably.
Just take a 32 sided cylinder, split it up how you want (philips head vs flat). That should leave a two polygon strips or a single strip in the middle. Extrude the 4 corners up and scale them. The lazy way out, which is more than good enough, is to subdivide by smoothing groups to preserve where you want the hard edges and then subdivide again (ignoring smoothing groups).
hey yo i'm shit at 3D and i'm having an issue with Max so some help would be really appreciated
so here i am modelling this leg for this shitty character model:
but, for some reason, and i dunno if i've pressed a keyboard shortcut, but the outer edges now refuse to move. here's what happens when i grab an outer poly and try to move it:
see? the inner edges move but the outer edge refuses to budge. there is no movement at all when i try to move an outer vertex or an edge on its own
In edit poly, go to the edit geometry tab (the stuff you have on the right side, scroll down a bit) and look for constraints, make sure it's set to none. That's probably what your problem is, if I understood your post correctly.
Here's what I've been working on since last night. Most of the time has been spent playing with extrude and paths.
Also never mind the awful layout and crappy end result render.
I know it's not original by any means, but I started making my own Master Sword interpretation today, to take a break from Uni work. I want to give it the Wind Waker theme with a more "realistic" aesthetic.
(I know the hilts the wrong way round )
I created a cam spin from one of my newest HDRi's:
Yep, those are nvidia roller bearings, alright!
sorry zomg. i tried to do a visual example but i just don't have time to get one together :(
That's really impressive.
Reminds me of some lowpoly mapping tricks where you use a small 16x16 or smaller texture with very few colors and use the uv's to make all kinds of interesting textures.
Is there a way to centre all your selections on themselves?
Like put them all at 0,0,0 or average it out on where they're currently placed, not the verts, their pivot points.
this is for UVing