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Old 06-24-2009, 04:17 PM   #11
IronTaxi
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Default Re: Tom's mini tuts

haha...yeah...that was a hard lesson to learn..


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Old 06-24-2009, 04:49 PM   #12
[R-DEV]Rhino
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Default Re: Tom's mini tuts

I always use to make everything I did in tris, only recently have I moved onto polys but ye, when making non flat surfaces I always go back to doing tris where possible


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Old 06-24-2009, 07:06 PM   #13
[R-CON]Tim270
PR:BF2 Contributor
Default Re: Tom's mini tuts

Thank you for the tips

I was wondering If I could get some feedback in modeling with tris, Also (to my understanding) most game engines convert your mesh into triangles, but does this matter on flat surfaces where it needs no definition? Could I also get some feedback on this test scene if someone has a min or two, where am I using tris that I dont need to bother doing, where is the connecting wrong etc.
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Old 06-24-2009, 08:28 PM   #14
Z-trooper
Retired PR Developer

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Default Re: Tom's mini tuts

here you are: http://img512.imageshack.us/img512/161/feedback.jpg

you can remove those verticies I have marked as they aren't much needed, as well as the edges connected to them. Other than that it looks pretty solid for a destroyed/ruined wall/corner

"Without geometry, life is pointless"
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Old 06-25-2009, 05:54 AM   #15
[R-CON]Tim270
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Default Re: Tom's mini tuts

Cheers, Time to attempt getting some meshes into the editor.
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Old 07-29-2009, 06:58 PM   #16
Z-trooper
Retired PR Developer

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Default Re: Tom's mini tuts

Small update on the topic of optimization. Nothing big and fancy, just figured that I would put it up when I needed to explain it in pictures anyway :P

"Without geometry, life is pointless"
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Old 09-12-2009, 04:17 PM   #17
Z-trooper
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Default Re: Tom's tutorial thread

Yet another mini tut, this time on the subject of organic and cloth modeling / sculpting WITHIN max (no zbrush or mudbox needed)

Quote:



Expect another tut soon.

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Old 11-10-2009, 04:24 PM   #18
Z-trooper
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Default re: Tom's 3dsmax tutorial thread [Image heavy]

New micro tut/technique.

People often use the boolean tool, but to my great joy some of you have discovered the issues with using this and here is one way of doing it yourself. This only works on orthogonal intersections though. There are other techniques for other scenarios but I can't be bothered to teach them all right now.

Quote:






I have some proper tutorials in the works I will see about finishing them up in the near future.

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Old 11-10-2009, 06:07 PM   #19
Wilkinson
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Default re: Tom's 3dsmax tutorial thread [Image heavy]

Lawl. Z-Troop your tuts are beast like


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Old 03-31-2011, 06:02 AM   #20
Z-trooper
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Default re: Tom's 3dsmax tutorial thread [Image heavy]

Another micro tip.

Quote:
Originally Posted by Floating Geometry
When using floating geometry, I like using this extra "lip" to make it appear to be connected to the underlying model.

As you can see in my example several different effects can easily be created.


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