6 more posts in this thread. [Missing image file: 910x1600_11945_Barbarian_Female_3d_(...).jpg]
So I'm doing the armor modeling for my first game model. It seemed like a good idea at the time to just import the body and then model the pieces right over it, but I'm coming up against things like leather straps, that don't seem to work well as floating pieces, but should probably be just part of the body geometry since they're supposed to deform with the body.
I'm really lost here, because out of the ton of resources I have, literally none of them seem to like actually spelling out any of these specific modeling techinques people use, so I have no idea if I'm doing it right or wrong.
Basically; Should I pull things like armor straps out of the body geo, and just assume it's cool because the armor will just be combined into the same mesh at the end? Or should it be modeled onto those separate armor pieces and just hover above the body mesh? And why is there nowhere to like, read up on this stuff?
1 more posts in this thread. [Missing image file: cuberender.jpg]
Hey guys, 3dsMax noob question here.
At on e stage in this project, I used a chair reference image, but I can't remember how I set it, it showed up as the viewport background for a while but doesn't now, however, whenever I render, I get this, the image taking up the background and reflecting strangely off objects. The cube here is using the Glossy Plastic Arch And Design matierials.
It even seems to have affected my lightiing, as when I render a room with metal textures and white lights they come out brown :/