<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-5991744497064102801</id><updated>2012-02-16T14:52:29.709-08:00</updated><title type='text'>Don Ott LCAD Game Modeling Class</title><subtitle type='html'>This blog will serve as a link to referenced class materials, tutorials, and general 3d stuffs regarding my Laguna College of Art and Design - Game Modeling class.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>25</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-3031145180756940947</id><published>2010-10-30T02:35:00.000-07:00</published><updated>2010-10-30T02:35:31.188-07:00</updated><title type='text'>Excellent materials and specular tutorials!  Must read!</title><content type='html'>Here are a few blogs / posts around the intarwebs you should bookmark and check out. &amp;nbsp;Some great info on materials and specularity!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.philipk.net/tutorials.html"&gt;http://www.philipk.net/tutorials.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.manufato.com/?p=902"&gt;http://www.manufato.com/?p=902&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-3031145180756940947?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/3031145180756940947/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2010/10/excellent-materials-and-specular.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/3031145180756940947'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/3031145180756940947'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2010/10/excellent-materials-and-specular.html' title='Excellent materials and specular tutorials!  Must read!'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-7999983235551709107</id><published>2010-06-23T08:04:00.000-07:00</published><updated>2010-09-26T01:57:18.257-07:00</updated><title type='text'>Great texture tips</title><content type='html'>Check out these great writeups on some excellent texture tips. &amp;nbsp;These are an oldies but goodies! &amp;nbsp;Bookmark!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://features.cgsociety.org/story_custom.php?story_id=4678"&gt;http://features.cgsociety.org/story_custom.php?story_id=4678&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html"&gt;http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-7999983235551709107?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/7999983235551709107/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2010/06/great-texture-tips.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/7999983235551709107'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/7999983235551709107'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2010/06/great-texture-tips.html' title='Great texture tips'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-7442024546378022928</id><published>2010-04-16T10:45:00.000-07:00</published><updated>2010-08-16T23:43:07.972-07:00</updated><title type='text'>Wealth of information regarding High Poly modeling and normal mapping theory</title><content type='html'>You will want to bookmark these links.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wiki.polycount.net/Normal_Map"&gt;http://wiki.polycount.net/Normal_Map&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;And here's another awesome wealth of info as well.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wiki.polycount.com/3DTutorials/Modeling%20High-Low%20Poly%20Models%20for%20Next%20Gen%20Games"&gt;Click me!&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Learn!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-7442024546378022928?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/7442024546378022928/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2010/04/wealth-of-information-regarding-high.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/7442024546378022928'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/7442024546378022928'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2010/04/wealth-of-information-regarding-high.html' title='Wealth of information regarding High Poly modeling and normal mapping theory'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-6601775840334442195</id><published>2010-04-14T16:42:00.000-07:00</published><updated>2010-09-26T00:55:59.743-07:00</updated><title type='text'>Creating a 2nd UV channel and setting up your lightmaps in Unreal</title><content type='html'>Having a good, clean 2nd UV set is ideal for setting up a high quality lightmap inside of UDK.&lt;br /&gt;&lt;br /&gt;I have created a video posted over at 3dmotive to help you with the process of copying your first UV set into your 2nd UV set, as well as some "do's and don'ts". &amp;nbsp;You can find this tutorial here:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.3dmotive.com/product-udk-lightmaps"&gt;http://www.3dmotive.com/product-udk-lightmaps&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Hourences has also saved me the trouble of completely re-writing this tutorial. &amp;nbsp;This will guide you through additional steps and the process behind setting up your 2nd UV channel and lightmaps inside of Unreal. &amp;nbsp;(FYI, there is no reason to apply a material to that second UV channel when it comes to lightmaps...)&lt;br /&gt;&lt;br /&gt;You can find his written tutorial here:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.hourences.com/book/tutorialsue3lightmap.htm"&gt;http://www.hourences.com/book/tutorialsue3lightmap.htm&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Bookmark these!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-6601775840334442195?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/6601775840334442195/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2010/04/using-that-2nd-uv-channel-and-setting.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6601775840334442195'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6601775840334442195'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2010/04/using-that-2nd-uv-channel-and-setting.html' title='Creating a 2nd UV channel and setting up your lightmaps in Unreal'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-5110055919983076731</id><published>2010-03-29T14:20:00.000-07:00</published><updated>2010-09-26T01:38:17.719-07:00</updated><title type='text'>Easily creating a 2nd UV channel for lightmaps</title><content type='html'>&lt;span class="Apple-style-span" style="color: yellow;"&gt;Original Written tutorial below. &amp;nbsp;See above post for a video tutorial on this as well!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Before exporting your static mesh to Unreal (or any game engine that requires it), it is a good idea to have a 2nd UV channel so that Unreal can bake your lightmaps. &amp;nbsp;However, going through and making a 2nd UV set can be time consuming, because who wants to unwrap their object twice?&lt;br /&gt;&lt;br /&gt;Using these steps, you can easily duplicate the UVs you created the first time around, adjust a few settings, and quickly and easily have a successful 2nd UV set.&lt;br /&gt;&lt;br /&gt;Always, always save your work and iterations so you can go back as needed if something goes bad.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;Ensure that your first UV set is finished. &amp;nbsp;This is basically the original UVs you created for texturing the first time around. &amp;nbsp;The usual "rules" apply for UVW unwrapping.&amp;nbsp; Here is my example UV's I will be working with.&amp;nbsp; I have some UVs overlapped, and some UVs that are outside of the 0,1 space.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EPkTD5uiI/AAAAAAAAAIc/EpknGyX4WQA/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EPkTD5uiI/AAAAAAAAAIc/EpknGyX4WQA/s200/1.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Save your first channel UV by clicking "&lt;b&gt;Save&lt;/b&gt;", and give your 1st UV channel a name.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/S7EQ1UQyNnI/AAAAAAAAAIk/0vc5XBx7OQM/s1600/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/S7EQ1UQyNnI/AAAAAAAAAIk/0vc5XBx7OQM/s200/2.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Next, change your UV to Channel #2, and press "&lt;b&gt;Reset UVWs&lt;/b&gt;".&amp;nbsp; When the message box pops up, press "&lt;b&gt;Yes&lt;/b&gt;".&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7ERibmp9vI/AAAAAAAAAIs/kufz0VUZXGY/s1600/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7ERibmp9vI/AAAAAAAAAIs/kufz0VUZXGY/s200/3.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;This will bring us to UV Channel #2, which will most likely look like a big mess.&amp;nbsp; This is expected.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/S7ER5lLhdMI/AAAAAAAAAI0/QyM2OKDETZI/s1600/4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/S7ER5lLhdMI/AAAAAAAAAI0/QyM2OKDETZI/s200/4.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Next up, click on "&lt;b&gt;Load&lt;/b&gt;" and browse to the UVs we saved earlier.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7ESOLbWaCI/AAAAAAAAAI8/8oJMN5iCzG4/s1600/5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7ESOLbWaCI/AAAAAAAAAI8/8oJMN5iCzG4/s200/5.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This will load our old UVs in, and you should be in Channel 2 now with a duplicate of your 1st UV channel.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/S7ESrPOl-mI/AAAAAAAAAJE/RcFKPi7vyac/s1600/6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/S7ESrPOl-mI/AAAAAAAAAJE/RcFKPi7vyac/s200/6.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Next, for our 2nd UV channel, we want to ensure that we have NO inverted faces.&amp;nbsp; To select the inverted faces, simply press &lt;b&gt;Select &amp;gt; Select Inverted Faces&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/S7ETHeja2VI/AAAAAAAAAJM/FjkCyKMrrYA/s1600/7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/S7ETHeja2VI/AAAAAAAAAJM/FjkCyKMrrYA/s200/7.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;With the inverted faces selected, press the &lt;b&gt;Mirror Horizontal&lt;/b&gt; button to flip the faces, so that they are no longer inverted.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/S7ETytZuddI/AAAAAAAAAJU/e71izKZR7_8/s1600/8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/S7ETytZuddI/AAAAAAAAAJU/e71izKZR7_8/s200/8.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Next up, we want to grab ALL of our faces, and let Max take some of the legwork out for us by packing the UVs.&amp;nbsp; To do this, simply select &lt;b&gt;Tools &amp;gt; Pack UVs&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/S7EURfvktWI/AAAAAAAAAJc/lBHyRJmsPwU/s1600/9.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/S7EURfvktWI/AAAAAAAAAJc/lBHyRJmsPwU/s200/9.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;When the options box pops up, I choose the following settings: &lt;b&gt;Recursive Packing&lt;/b&gt; - &lt;b&gt;Spacing: 0.01&lt;/b&gt; - And I put a check next to &lt;b&gt;Normalize Clusters&lt;/b&gt;, &lt;b&gt;Rotate Clusters&lt;/b&gt;, and &lt;b&gt;Fill Holes&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/S7EUj2Mq2QI/AAAAAAAAAJk/pISScCrMh-8/s1600/10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/S7EUj2Mq2QI/AAAAAAAAAJk/pISScCrMh-8/s200/10.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This will automatically pack your UVs into the 0,1 space, and ensure for you that nothing is overlapped as well.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/S7EVGrf-plI/AAAAAAAAAJs/bcZA8gGT2vc/s1600/11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/S7EVGrf-plI/AAAAAAAAAJs/bcZA8gGT2vc/s200/11.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The default packing that 3dsMax does is pretty good, but will probably need some cleanup.&amp;nbsp; To ensure that I get the most pixel resolution as possible, I will usually go in and break some of my UV islands just a little so that I can repack.&amp;nbsp; I try not to break any UV island down the middle, but anywhere a sharp angle occurs on the mesh is usually pretty safe to break.&amp;nbsp; Start by selecting the UVs you want to break in &lt;b&gt;Face&lt;/b&gt; mode.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EW2rDgKvI/AAAAAAAAAJ0/R4NnDQLXMFo/s1600/11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EW2rDgKvI/AAAAAAAAAJ0/R4NnDQLXMFo/s200/11.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Break those UV islands off by choosing &lt;b&gt;Tools &amp;gt; Break&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EXVjGEH_I/AAAAAAAAAJ8/J9E2fCFSNiA/s1600/12.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EXVjGEH_I/AAAAAAAAAJ8/J9E2fCFSNiA/s200/12.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;After I "break" those faces, I will go ahead and grab all the faces and re-pack the UVs using the same settings as before.&amp;nbsp; This time we got a bit better UV packing which will result in a higher quality lightmap.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EX4gAQqcI/AAAAAAAAAKE/m8blio-y1WI/s1600/13.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EX4gAQqcI/AAAAAAAAAKE/m8blio-y1WI/s200/13.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;As one last step I will always go in and scale &lt;b&gt;EVERYTHING&lt;/b&gt; down just a slight bit in the UV box.&amp;nbsp; It's a good idea to have a little bit of padding not only between the UV islands, but along the edges of the 2nd UV channel as well.&amp;nbsp; Missing this step can cause some issues with the lightmap quality as well.&amp;nbsp; Once I am happy with the pack, I will &lt;b&gt;Right Click&lt;/b&gt; on the Unwrap UVW in the modifier stack and choose "&lt;b&gt;Collapse To&lt;/b&gt;" to collapse the stack.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/S7EYqk3X6ZI/AAAAAAAAAKM/pawajKBwd1E/s1600/14.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/S7EYqk3X6ZI/AAAAAAAAAKM/pawajKBwd1E/s200/14.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;That's it!&amp;nbsp; You should now have a clean 2nd UV channel ready for your lighting on your object in Unreal.&amp;nbsp; Make sure you are following these rules as you are doing this:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;ALL UVs are in the 0,1 space.&amp;nbsp; (The blue box) &lt;/li&gt;&lt;li&gt;No overlapping UVs at all.&lt;/li&gt;&lt;li&gt;No Inverted UVs at all.&lt;/li&gt;&lt;li&gt;Every UV chunk has a slight amount of space between them.&amp;nbsp; (Known as "padding)&lt;/li&gt;&lt;li&gt;A small amount of padding around ALL of the UVs between the UVs and the 0,1 border. (The blue box)&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;Happy times!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-5110055919983076731?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/5110055919983076731/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2010/03/easily-creating-2nd-uv-channel-for.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/5110055919983076731'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/5110055919983076731'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2010/03/easily-creating-2nd-uv-channel-for.html' title='Easily creating a 2nd UV channel for lightmaps'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EPkTD5uiI/AAAAAAAAAIc/EpknGyX4WQA/s72-c/1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-547769852505647978</id><published>2010-03-15T16:32:00.000-07:00</published><updated>2010-03-15T16:38:30.235-07:00</updated><title type='text'>Don's Workflow steps for making a high poly game asset.</title><content type='html'>&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;I am constantly bombarded with issues of "My normal map bake didn't work!" or the final result being messy. &amp;nbsp;If you want to succeed at baking normal maps, start with these step-by-step rules FIRST, and if you decide to deviate from them, have a good reason for doing so.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;There are more than enough ways to skin a cat, but these methods work for me and I very rarely ever have any issues with my normal maps or high poly objects. &amp;nbsp;ALWAYS be saving versions and iterations of your files. &amp;nbsp;3ds Max has a mission to crash on you when you least expect it, so SAVE OFTEN. &amp;nbsp;This list assumes you are using UE3 or UDK as well.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Block in your high poly object &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;FIRST&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;. &amp;nbsp;It's a lot easier to get the silhouette and scale issues taken care of before you start&amp;nbsp;committing&amp;nbsp;to making high poly work. &amp;nbsp;This is a rough pass to block in the overall shapes and scale of the majority of your surfaces.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Make an awesome high poly object, keeping the &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Turbosmooth&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt; modifier on your stack when using it.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Finish it up with creative details as needed.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Make a new layer in 3ds Max and add all of your high poly to it. &amp;nbsp;Name it &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Original High&amp;nbsp;&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;or something so you can keep track.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Select ALL of your high poly work, hold down &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Shift&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;, and &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Move&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; it in a direction in Orthographic view to copy all of it. &amp;nbsp;This will make it easier later when we want to rebuild our low poly.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Now that you have a second version of your work, add this to a new layer in Max and call it &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Exploded HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Hide the&amp;nbsp;&lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Original HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;&amp;nbsp;layer.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Next up, "explode" your high poly pieces into manageable, individual chunks. &amp;nbsp;This step is to address each chunk of what pieces you will be making a low poly object out of eventually. &amp;nbsp;Obviously the more pieces you have the more triangles the final versions will be, but the more accurate it will be to the final object. &amp;nbsp;Use according to your&amp;nbsp;discretion&amp;nbsp;and budget.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Next, copy each of these chunks (&lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Control+V&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;) and remove the turbosmooth modifier from each of them. &amp;nbsp;As you are doing this, add each of these new objects to a new layer named &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Exploded LOW&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;. &amp;nbsp;This way, we can use the geometry we created from our high as the base for what will be our final low poly objects.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Clean up all of the edge control edges from your newly created low poly objects, and attempt to match the silhouette of the low according to the high poly. &amp;nbsp;Remember - the closer you can match them, the more likely you are to get a better normal map. &amp;nbsp;Keep your triangle budgets in mind.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;When you are done at this point, you should have 3 layers - &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Original HIGH, Exploded HIGH, and Exploded LOW&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;. &amp;nbsp;The exploded layers should contain two types of objects - a nice clean high poly model and a low poly object underneath of it matching the silhouette as best as possible.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;NOTE - When modeling your low poly object, avoid anything greater than a 90 degree angle as best as possible. &amp;nbsp;Chamfer those edges! &amp;nbsp;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="color: red;"&gt;*****YES - there are methods for baking sharper angles. &amp;nbsp;But to avoid as many issues with this and the lame workarounds and getting into a technical discussion of why you should or should not, first timers should stick with the rule for best results IMO.*****&lt;/span&gt;&lt;/i&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Make sure you are addressing any polygon with more than 4 vertices. &amp;nbsp;If you don't do this, Unreal will do it for you which can be bad. &amp;nbsp;Avoid Ngons or "T-bones" as well.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Once all of your low poly objects are complete and you have closely matched the silhouette as best as possible, hide the &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Exploded HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt; layer.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Now that you have JUST the exploded low poly objects onscreen, select ALL of them and &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Right Click &amp;gt; Convert to Editable Poly&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; just to ensure there are no&amp;nbsp;modifiers&amp;nbsp;left behind.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;UVW Unwrap&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt; each of your individual low poly pieces. &amp;nbsp;As you go through unwrapping each of them, move your UV chunks randomly off to the side anywhere in the UV window.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Select ANY of the low poly objects and use the &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Attach&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; function to attach ALL of your low poly objects together.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Now you should have 1 single low poly object.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Reset X-Form&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; on the object.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Give everything ONE smoothing group (Clear ALL and set every polygon to #1 to be safe)&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Select every face and make sure it has Material ID #1 only as well.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Apply an &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Unwrap UVW&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt; modifier again and pack your UV's. &amp;nbsp;I would highly suggest running MoP's Normalize UV script at this stage as well. &amp;nbsp;(Scroll down in my blog for a link) &amp;nbsp;The usual rules apply about UVW mapping.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Once your UVs are packed, make sure you don't have ANY inverted or overlapped faces on the 0,1 space. &amp;nbsp;See my blog below for how this process works and some workarounds for overlapping / inverted faces.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Collapse to an &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Editable Poly&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Unhide the &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Exploded HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; layer.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;With your low poly object selected, bake normal maps as normal selecting all of the objects in the &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Exploded HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt; layer.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Using this method allows you to turn the Cage OFF and will generally get great results without the hassle of messing with a cage.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;I prefer the Catmul-Rom filter with Supersamples turned on, using Max 2.5 Star for tests, and switching my Supersampler to Hammersley for my final bakes.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Once you have baked everything, it is safe to hide the &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Exploded HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; layer.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;From here, I duplicated the low poly object one more time into a NEW layer called &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Final LOW &lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;and move it off to the side along the same axis of my &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Original HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt; geometry.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Explode your single object back out into individual pieces once again. &amp;nbsp;I highly suggest the "Explode!" script that I have listed below in this blog.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Apply your normal map to the object and check or any weirdness or smoothing on the pieces of this object.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;The reason for re-exploding our object back out, is that now we can easily use the &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Align&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; tool in 3ds Max, unhide our &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Original HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; objects and quickly align our newly exploded low poly pieces to the original high poly model without having to re-create it with element mode.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Once all is aligned, hide the &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Original HIGH&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt; layer and you are done. &amp;nbsp;You should have a perfectly aligned normal baked low poly object in the same worldspace as the original high.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;As an added step, I will copy all of the re-assembled low poly pieces into yet another layer, and call that &lt;/span&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt;Final Collapsed LOW&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span" style="color: #38761d;"&gt; and attach all of the final finished geometry together before baking AO / exporting it to the game engine.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;Drink a beer. &amp;nbsp;Make some textures.&lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="color: #6aa84f;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-547769852505647978?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/547769852505647978/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2010/03/dons-workflow-steps-for-making-high.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/547769852505647978'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/547769852505647978'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2010/03/dons-workflow-steps-for-making-high.html' title='Don&apos;s Workflow steps for making a high poly game asset.'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-7514853752137841057</id><published>2010-02-19T06:47:00.000-08:00</published><updated>2010-02-19T06:47:27.680-08:00</updated><title type='text'>Accurately offsetting overlapping UV chunks in 3ds Max</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;br /&gt;In many cases when baking textures, (AO, normal maps, etc) 3ds Max sometimes doesn't like the idea of overlapping UVs. &amp;nbsp;The following steps can show you how to quickly identify your overlapping faces, and accurately move them outside of the UV space required for baking.&lt;br /&gt;&lt;br /&gt;The thing to remember is that it won't matter if your UV islands are outside of the box when rendering or putting this into a game, because of how the UV coordinates tile. &amp;nbsp;BUT, when baking, sometimes you can get bad results if your faces are overlapped in the 1,1 UV space.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/S36kW2H9l7I/AAAAAAAAAHc/lLxaD9SjgXU/s1600-h/uvtile.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="136" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/S36kW2H9l7I/AAAAAAAAAHc/lLxaD9SjgXU/s200/uvtile.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Step 1 - Save and backup your work always.&lt;br /&gt;&lt;br /&gt;Next, you should identify what faces in your mesh actually ARE overlapped. &amp;nbsp;Remember - &lt;b&gt;at least ONE of your UV islands should still be in the UV window&lt;/b&gt;, but all the &lt;i&gt;other&lt;/i&gt; overlapping copies can be moved outside the UV window.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/S36WTs6wVTI/AAAAAAAAAG0/tVRjRURY0IM/s1600-h/Select.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="105" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/S36WTs6wVTI/AAAAAAAAAG0/tVRjRURY0IM/s200/Select.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;After you have identified what faces actually are overlapped, the next step is to leave at least one UV island in the window, and move the overlapped faces off to the side. &amp;nbsp;One quick trick that I do, is simply click ONE of the UV islands with "Select Element" turned out, then HIDE that face so that we can manipulate the remaining overlapping UV chunks and have one "safe" UV chunk left behind.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/S36X59kFE3I/AAAAAAAAAHE/wCMzIm3r-uQ/s1600-h/Hide.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/S36X59kFE3I/AAAAAAAAAHE/wCMzIm3r-uQ/s200/Hide.jpg" width="193" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;With a single UV island left behind, the last step is to move the rest of the UV chunks off to the side. &amp;nbsp;To do this, follow these steps:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/S36aC-4y_-I/AAAAAAAAAHM/itGCNwEabrU/s1600-h/moveUV.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/S36aC-4y_-I/AAAAAAAAAHM/itGCNwEabrU/s200/moveUV.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Be cautious to do it in that order, and avoid scrolling your mouse wheel or clicking anywhere else, as this dialog box can be finicky at times. &amp;nbsp;When you are finished, you should have one clump of overlapped faces off to the side, and if you Right Click &amp;gt; Unhide All, your original "safe" face should be left behind. &amp;nbsp;All done!&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/S36bUlu3w8I/AAAAAAAAAHU/Uo7O8Q1Kvb4/s1600-h/unhide.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="165" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/S36bUlu3w8I/AAAAAAAAAHU/Uo7O8Q1Kvb4/s200/unhide.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-7514853752137841057?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/7514853752137841057/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2010/02/accurately-offsetting-overlapping-uv.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/7514853752137841057'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/7514853752137841057'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2010/02/accurately-offsetting-overlapping-uv.html' title='Accurately offsetting overlapping UV chunks in 3ds Max'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_-hOUZAsuFwk/S36kW2H9l7I/AAAAAAAAAHc/lLxaD9SjgXU/s72-c/uvtile.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-4690386800817957196</id><published>2009-11-05T09:50:00.000-08:00</published><updated>2009-11-05T09:50:57.472-08:00</updated><title type='text'>Fixing an excessively triangulated mesh</title><content type='html'>I had a student ask about how to fix a mesh that was over triangulated. &amp;nbsp;This technique can be helpful for fixing a mesh that has been over-triangulated for whatever reason. &amp;nbsp;Bare in mind this isn't going to work 100% of the time the way you want it to, but can be very helpful to get the bulk of cleanup done for fixing meshes like this.&lt;br /&gt;&lt;br /&gt;(Big Image, get ready for the download)&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/SvMQdDJvb0I/AAAAAAAAAGs/9xvtsqO5DNc/s1600-h/Edges.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/SvMQdDJvb0I/AAAAAAAAAGs/9xvtsqO5DNc/s320/Edges.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-4690386800817957196?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/4690386800817957196/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/11/fixing-excessively-triangulated-mesh.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/4690386800817957196'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/4690386800817957196'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/11/fixing-excessively-triangulated-mesh.html' title='Fixing an excessively triangulated mesh'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_-hOUZAsuFwk/SvMQdDJvb0I/AAAAAAAAAGs/9xvtsqO5DNc/s72-c/Edges.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-5993272057265680735</id><published>2009-11-04T09:03:00.000-08:00</published><updated>2009-11-04T09:03:02.957-08:00</updated><title type='text'>Introduction to 3ds Max 2010 - High Poly Modeling</title><content type='html'>Hey guys and gals. &amp;nbsp;I just finished editing my first "intro" video to high poly modeling. &amp;nbsp;I cover a lot of the basics of edge control and the Turbosmooth modifier. &amp;nbsp;My next high poly video will cover some more advanced tricks and techniques as well as using modifiers to your advantage when doing high poly modeling.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/7430823"&gt;http://vimeo.com/7430823&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-5993272057265680735?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/5993272057265680735/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/11/introduction-to-3ds-max-2010-high-poly.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/5993272057265680735'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/5993272057265680735'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/11/introduction-to-3ds-max-2010-high-poly.html' title='Introduction to 3ds Max 2010 - High Poly Modeling'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-6579110415409898516</id><published>2009-10-28T08:23:00.000-07:00</published><updated>2009-10-28T08:23:16.510-07:00</updated><title type='text'>New video blog - Basic normal map projecting - Lesson 1</title><content type='html'>Check out the video for the basic introduction to the baking process for normal maps. &amp;nbsp;I cover the entire process from start to finish for baking high poly geometry normal map information down to a low poly.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/7305572"&gt;http://vimeo.com/7305572&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-6579110415409898516?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/6579110415409898516/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/10/new-video-blog-basic-normal-map.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6579110415409898516'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6579110415409898516'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/10/new-video-blog-basic-normal-map.html' title='New video blog - Basic normal map projecting - Lesson 1'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-8056268161142779270</id><published>2009-10-04T04:21:00.000-07:00</published><updated>2010-09-26T00:48:53.451-07:00</updated><title type='text'>Getting started with UDK - Bringing your mesh into the Engine</title><content type='html'>First and foremost, make sure you have downloaded the latest version of UDK. &amp;nbsp;It is free of charge, and can be found here:&lt;br /&gt;&lt;br /&gt;&lt;span style="color: lime;"&gt;&lt;a href="http://www.udk.com/"&gt;http://www.udk.com&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Next, our good friends at 3dmotive.com have provided an&amp;nbsp;in-depth&amp;nbsp;tutorial for the basics of importing content into UDK. &amp;nbsp;You can find the (free) video tutorial by following this link:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.3dmotive.com/product-udk-importing-content"&gt;http://www.3dmotive.com/product-udk-importing-content&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;If you have questions, don't hesitate to ask!&lt;br /&gt;&lt;br /&gt;-Don&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-8056268161142779270?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/8056268161142779270/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/10/work-in-progress-tutorial-unfinished.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/8056268161142779270'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/8056268161142779270'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/10/work-in-progress-tutorial-unfinished.html' title='Getting started with UDK - Bringing your mesh into the Engine'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-4314529371799128458</id><published>2009-10-04T02:48:00.000-07:00</published><updated>2009-10-04T03:13:05.959-07:00</updated><title type='text'>Using and installing the Normal Map filters for Photoshop</title><content type='html'>&lt;a href="http://developer.nvidia.com/object/photoshop_dds_plugins.html"&gt;&lt;span style="color: lime;"&gt;For those of you using Photoshop CS3 or below, click here for the link to download and install the nVidia Normal Map filter.&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Once installed, you should be able to run the filter in Photoshop as needed. &amp;nbsp;Here are the basic settings that I use to get started with normal map settings. &amp;nbsp;Feel free to adjust them as needed.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/SshuEeE8RUI/AAAAAAAAAD4/gxZbTd_GJmM/s1600-h/normalmapsettings.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/SshuEeE8RUI/AAAAAAAAAD4/gxZbTd_GJmM/s200/normalmapsettings.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;For those of you who have Photoshop CS4, the nVidia plugin is not available. &amp;nbsp;You can, however use the xNormal filter which works for CS4, as well as other versions of Photoshop.&lt;br /&gt;&lt;br /&gt;You can download the xNormal filter here -&amp;nbsp;&lt;a href="http://www.xnormal.net/Downloads.aspx"&gt;&lt;span style="color: lime;"&gt;http://www.xnormal.net/Downloads.aspx&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Once you are inside of Photoshop, you will find the xNormal filter under &lt;span style="color: yellow;"&gt;Filter &amp;gt; xNormal &amp;gt; Height2Normals&lt;/span&gt;. &amp;nbsp;Here are some of my basic settings for "average" hand painted normal map stuff. &amp;nbsp;When playing with the amounts in xNormal, don't forget to keep clicking the "Update" button to see a preview of your changes.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/Ssh0VnViX_I/AAAAAAAAAEA/JqefFkNExyY/s1600-h/xnorm.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/Ssh0VnViX_I/AAAAAAAAAEA/JqefFkNExyY/s320/xnorm.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-4314529371799128458?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/4314529371799128458/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/10/download-and-install-normal-map-filters.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/4314529371799128458'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/4314529371799128458'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/10/download-and-install-normal-map-filters.html' title='Using and installing the Normal Map filters for Photoshop'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_-hOUZAsuFwk/SshuEeE8RUI/AAAAAAAAAD4/gxZbTd_GJmM/s72-c/normalmapsettings.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-6699425477710065372</id><published>2009-09-28T22:26:00.000-07:00</published><updated>2009-10-04T02:55:43.442-07:00</updated><title type='text'>Your Portfolio Repels Jobs.</title><content type='html'>If you are interested in setting up a portfolio or are currently wanting to improve your chances of landing a job in the Gaming Industry, this thread is required reading:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://boards.polycount.net/showthread.php?t=39516"&gt;&lt;span style="color: lime;"&gt;http://boards.polycount.net/showthread.php?t=39516&lt;/span&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-6699425477710065372?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/6699425477710065372/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/your-portfolio-repels-jobs.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6699425477710065372'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6699425477710065372'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/your-portfolio-repels-jobs.html' title='Your Portfolio Repels Jobs.'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-3734616627735155746</id><published>2009-09-28T19:50:00.000-07:00</published><updated>2009-09-29T10:55:00.824-07:00</updated><title type='text'>Script - Explode Elements back into individual meshes</title><content type='html'>Ever find yourself having attached a bunch of stuff together and wanted to go back and re-explode the mesh? &lt;br /&gt;Do you hate having to find each individual Element and clicking "Detach" a thousand times? &amp;nbsp;This script fixes that.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;MAXScript &amp;gt; New Script.&lt;/li&gt;&lt;li&gt;Copy / Paste the text below into the blank page.&lt;/li&gt;&lt;li&gt;Press Control +A to select all of the text.&lt;/li&gt;&lt;li&gt;Left-Mouse click and drag this into your custom Toolbar.&lt;/li&gt;&lt;li&gt;To rename your button / change the icon, Right Click the button &amp;gt; Edit Button Appearance...&lt;/li&gt;&lt;li&gt;To use - Select your mesh, and press the tool button and then press Detach! which will break all of your elements back into individual objects.&lt;/li&gt;&lt;li&gt;Rejoice and be glad.&lt;/li&gt;&lt;/ul&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/SsF1diWBJ4I/AAAAAAAAADw/qP9-C_xLDvE/s1600-h/splode.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/SsF1diWBJ4I/AAAAAAAAADw/qP9-C_xLDvE/s200/splode.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;span style="font-family: Arial; font-size: 13px;"&gt;&lt;span style="color: yellow;"&gt;(&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-family: Arial; font-size: small;"&gt;&lt;span style="font-size: 13px;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Arial; font-size: small;"&gt;&lt;span style="font-size: 13px;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Arial; font-size: small;"&gt;&lt;span style="font-size: 13px;"&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt;(&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;  &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt;(&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt;rollout rolTest "Detach Elems"&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt;(&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;button btRun "Detach!" width:90 align:#center offset:[0, -2]&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="color: yellow;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;function detachToNodes oPoly =&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;(&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;if (classOf oPoly != Editable_Poly) then&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;throw "Wrong input in function: detachToNodes()"&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;local iNumFacesLastElem = 0&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;local baElemFaces = #{}&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;local sName = ""&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;while (true) do&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;(&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;baElemFaces = polyOp.getElementsUsingFace oPoly 1&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;sName = uniqueName oPoly.name&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;polyOp.detachFaces oPoly baElemFaces delete:true asNode:true name:sName&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;if ((polyOp.getNumFaces oPoly) == 0) then&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;(&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;delete oPoly&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;exit&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;if (keyboard.escPressed == true) do&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;throw "** escape key pressed **"&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="color: yellow;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;on btRun pressed do&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;(&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;local currSel = selection as Array&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;for obj in currSel do&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;if ((classOf obj) == Editable_Poly) then&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;detachToNodes obj&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt; &amp;nbsp; &amp;nbsp;)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt;) -- End Rollout&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="color: yellow;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;   &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt;createDialog rolTest 96 27 style:#(#style_toolwindow, #style_border, #style_sysmenu)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt;  &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt;)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="white-space: pre;"&gt;&lt;span style="color: yellow;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="color: yellow;"&gt;)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="color: yellow;"&gt;)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-3734616627735155746?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/3734616627735155746/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/script-explode-elements-back-into.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/3734616627735155746'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/3734616627735155746'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/script-explode-elements-back-into.html' title='Script - Explode Elements back into individual meshes'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_-hOUZAsuFwk/SsF1diWBJ4I/AAAAAAAAADw/qP9-C_xLDvE/s72-c/splode.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-6851111540882829453</id><published>2009-09-28T10:21:00.000-07:00</published><updated>2009-09-29T10:54:20.600-07:00</updated><title type='text'>Setting up your prop for a decent render</title><content type='html'>&lt;div style="text-align: left;"&gt;If you want to showcase your model with a render from 3ds Max, there are a few things you can do to improve the overall quality of the render so that it doesn't look so bland.&amp;nbsp; These are some basic suggested settings that should get you started.&amp;nbsp; Once you are comfortable with these settings, feel free to tweak them until you get something that works for you.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;1.&amp;nbsp; Start by changing the render filter to Catmull-Rom, and turn on the Global Supersamplers.&amp;nbsp; (F10 to bring this menu up, under the Renderer tab)&amp;nbsp; The settings below are the settings I generally use:&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/SsDlxNN5mBI/AAAAAAAAACw/daHuGJruqgE/s1600-h/F10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/SsDlxNN5mBI/AAAAAAAAACw/daHuGJruqgE/s200/F10.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&amp;nbsp;2.&amp;nbsp; Next up, lets create a ground plane so that we can get some shadows for our object.&amp;nbsp; Start by creating a Plane, and place it directly underneath your prop.&amp;nbsp; It doesn't matter how many iterations or edges it has, and the size only needs to be a bit bigger than the object, so that any shadows that are cast onto it can fit.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;3.&amp;nbsp; Once you have made the plane object, choose an empty Material slot in the Material browser, click the "Standard" button and change this to "Matte/Shadow", and apply this to your ground plane.&amp;nbsp; This material tells the ground plane to receive shadows, but will not be seen once we go to render the scene.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/SsDnL7DB9SI/AAAAAAAAADA/Naaojk13ozo/s1600-h/MatteShadow.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/SsDnL7DB9SI/AAAAAAAAADA/Naaojk13ozo/s200/MatteShadow.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;4.&amp;nbsp; The next step is to create a Light to shine on your object.&amp;nbsp; Under the Standard Lights, create a Target Directional Light and aim it at your prop.&amp;nbsp; Here you can adjust the color, multiplier, (which is the light brightness) as well as the Hotspot and Falloff settings.&amp;nbsp; You want to ensure that the beam fully covers your object.&amp;nbsp; These are my settings for my light:&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&amp;nbsp;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/SsDqVRj6QtI/AAAAAAAAADI/0mFIGUUwhCA/s1600-h/Light.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/SsDqVRj6QtI/AAAAAAAAADI/0mFIGUUwhCA/s200/Light.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;5.&amp;nbsp; Once I have created my first light, I generally like to copy that light and have it pointing somewhat in the opposite direction.&amp;nbsp; (Select the light, and hold down Shift and drag it across to copy it)&amp;nbsp; This will ultimately be used to offset the light intensity and keep us from having pure black shadows.&amp;nbsp; This is a basic 2-point light setup.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/SsDtyh-En2I/AAAAAAAAADY/dqNW8HE8J6k/s1600-h/lights.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/SsDtyh-En2I/AAAAAAAAADY/dqNW8HE8J6k/s200/lights.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;6.&amp;nbsp; Once the two lights are in place, I will open the Light Lister (On the main Tool List, choose Tools &amp;gt; Light Lister)&amp;nbsp; From here, I can manually adjust my lights without having to go back and forth in the scene.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/SsDtAjVZOaI/AAAAAAAAADQ/NhcFPYLExnA/s1600-h/lister.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/SsDtAjVZOaI/AAAAAAAAADQ/NhcFPYLExnA/s200/lister.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;7.&amp;nbsp; With the light lister open, I will adjust a few things - I turn Shadows on for the primary light and increase the Map Size resolution, ensure there are NO shadows for the secondary light.&amp;nbsp; Also, you want to change the multiplier so that they aren't casting the same amount of light.&amp;nbsp; I generally do at least half brightness (or less) for the secondary.&amp;nbsp; I also give my lights a little bit of subtle color (don't over-do it!)&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&amp;nbsp;&amp;nbsp; &lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/SsDu_shNIwI/AAAAAAAAADg/QYWCecWWzs8/s1600-h/lister2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/SsDu_shNIwI/AAAAAAAAADg/QYWCecWWzs8/s200/lister2.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;8.&amp;nbsp; That's it!&amp;nbsp; Frame your object and render.&amp;nbsp; Feel free to adjust any of the light brightness or colors to improve your renders...but you should have a nicely lit object in your scene with shadow casting.&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/SsDwbMvFHxI/AAAAAAAAADo/--aqp6u_Noc/s1600-h/teapot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/SsDwbMvFHxI/AAAAAAAAADo/--aqp6u_Noc/s200/teapot.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-6851111540882829453?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/6851111540882829453/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/setting-up-your-prop-for-decent-render.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6851111540882829453'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6851111540882829453'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/setting-up-your-prop-for-decent-render.html' title='Setting up your prop for a decent render'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_-hOUZAsuFwk/SsDlxNN5mBI/AAAAAAAAACw/daHuGJruqgE/s72-c/F10.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-8958279785859639284</id><published>2009-09-25T00:19:00.000-07:00</published><updated>2010-09-26T01:06:36.293-07:00</updated><title type='text'>Quick Script - Apply Reset XForm and collapse stack  (3ds Max)</title><content type='html'>This script can be added to your toolbar to run a quick Reset Xform and then collapse the stack. &amp;nbsp;To install this script correctly, start by opening &lt;span style="color: yellow;"&gt;MAXScript &amp;gt; New Script&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/Sr8nOMszSeI/AAAAAAAAACQ/NrdcI7k9d7o/s1600-h/script1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/Sr8nOMszSeI/AAAAAAAAACQ/NrdcI7k9d7o/s200/script1.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Inside the Script window, paste the following script into a blank page:&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;macroScript Macro7&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;category:"DragAndDrop"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;toolTip:""&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;(&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;if ($ != undefined and selection.count == 1) do&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;(&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;ResetXForm $&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;maxOps.CollapseNodeTo $ 1 on&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;)&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #ffd966;"&gt;)&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/Sr8nyPbNenI/AAAAAAAAACY/fZlEkr5AGxw/s1600-h/script2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/Sr8nyPbNenI/AAAAAAAAACY/fZlEkr5AGxw/s200/script2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;From here, select &lt;span style="color: yellow;"&gt;File &amp;gt; Save&lt;/span&gt;, and save it in your 3dsMax2010/Scripts folder. &amp;nbsp;Name it "ResetXForm" or something you will remember.&lt;br /&gt;&lt;br /&gt;Next, go to &lt;span style="color: yellow;"&gt;Customize &amp;gt; Customize User Interface&lt;/span&gt;, the &lt;span style="color: yellow;"&gt;Toolbars&lt;/span&gt; tab, and then scroll down until you find your ResetXForm script in the list.&lt;br /&gt;&lt;br /&gt;Drag that function to an existing custom toolbar. &amp;nbsp;(I discuss how to create these below, in both my workshop notes and the interface video I created.)&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/Sr8pY_yTrmI/AAAAAAAAACg/hx8dc-X6Vm0/s1600-h/script3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/Sr8pY_yTrmI/AAAAAAAAACg/hx8dc-X6Vm0/s200/script3.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Done! &amp;nbsp;You can now do a 1-click Reset X-Form and collapse the stack on your model. &amp;nbsp;If you are like me, you reset the X-Form constantly when modeling.&amp;nbsp; (If you ever have problems with bevels, chamfers, a LOT of modifiers not working correctly, or a whole mess of Editable Poly functions, Reset XForm will usually fix it)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-8958279785859639284?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/8958279785859639284/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/quick-script-apply-reset-x-form-and.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/8958279785859639284'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/8958279785859639284'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/quick-script-apply-reset-x-form-and.html' title='Quick Script - Apply Reset XForm and collapse stack  (3ds Max)'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_-hOUZAsuFwk/Sr8nOMszSeI/AAAAAAAAACQ/NrdcI7k9d7o/s72-c/script1.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-297483701993751817</id><published>2009-09-23T02:01:00.001-07:00</published><updated>2009-09-23T02:01:57.039-07:00</updated><title type='text'>Floating geometry VS. Closed geometry - Example triangle counts</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/Srnj-hwr-4I/AAAAAAAAACI/GhS7WGJefPM/s1600-h/cylinders.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/Srnj-hwr-4I/AAAAAAAAACI/GhS7WGJefPM/s320/cylinders.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-297483701993751817?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/297483701993751817/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/floating-geometry-vs-closed-geometry.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/297483701993751817'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/297483701993751817'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/floating-geometry-vs-closed-geometry.html' title='Floating geometry VS. Closed geometry - Example triangle counts'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_-hOUZAsuFwk/Srnj-hwr-4I/AAAAAAAAACI/GhS7WGJefPM/s72-c/cylinders.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-3924619460436319179</id><published>2009-09-23T01:20:00.000-07:00</published><updated>2009-09-23T01:22:08.408-07:00</updated><title type='text'>3ds Max Workflow Video Tutorial 1</title><content type='html'>This is a tutorial video I made awhile back with a few tips and tricks to the interface for 3ds Max. &amp;nbsp;I cover a lot of this in my workshop document below, but if you prefer to watch a video instead, here you go!&lt;br /&gt;&lt;br /&gt;It's filmed in "HD" and is about 17mins. &amp;nbsp;If I get a positive response I will continue the series and attempt to cover all of my workshop. &amp;nbsp;Let me know what you think!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.donaldott.com/LCAD/Workflow_Part1.mp4"&gt;&lt;span style="color: lime;"&gt;3ds Max Workflow and Interface Tutorial Pt. 1&lt;/span&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-3924619460436319179?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/3924619460436319179/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/3ds-max-workflow-video-tutorial-1.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/3924619460436319179'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/3924619460436319179'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/3ds-max-workflow-video-tutorial-1.html' title='3ds Max Workflow Video Tutorial 1'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-9046929102933410800</id><published>2009-09-21T17:12:00.000-07:00</published><updated>2010-09-01T00:11:30.357-07:00</updated><title type='text'>Create a simple Wireframe render for your 3d asset</title><content type='html'>1.&amp;nbsp; To begin with, save your scene as something else.&amp;nbsp; Call it "&lt;b&gt;Wireframe_Render&lt;/b&gt;".&amp;nbsp; If something breaks, you can always go back.&lt;br /&gt;&lt;br /&gt;2.&amp;nbsp; Select everything in your scene, Right-click &amp;gt; &lt;b&gt;Convert to Editable Poly&lt;/b&gt;. &lt;br /&gt;&lt;br /&gt;3.&amp;nbsp; Start by attaching all of your pieces together so that you have only 1 mesh.&amp;nbsp; You can do this easily by selecting any piece of your object and using the &lt;b&gt;Attach&lt;/b&gt; function.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/SrgTUegLNPI/AAAAAAAAABY/AEF73WCiEg0/s1600-h/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/SrgTUegLNPI/AAAAAAAAABY/AEF73WCiEg0/s200/1.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;4.&amp;nbsp; Once everything is attached, create a new flat gray-shaded material and apply it to your object.&amp;nbsp; Give it a little specularity if you want for flavor.&amp;nbsp; To do this, open the material browser (hotkey &lt;b&gt;M&lt;/b&gt;) and with your object selected, click the &lt;b&gt;Assign Material to Selection&lt;/b&gt; button.&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/SrgTWbnxovI/AAAAAAAAABg/MN7BJHFpuIo/s1600-h/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/SrgTWbnxovI/AAAAAAAAABg/MN7BJHFpuIo/s200/2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;5.&amp;nbsp; Make a copy of your object and name it &lt;b&gt;Wireframe_Object&lt;/b&gt; or something that you can remember.&amp;nbsp; To quickly copy your object, press &lt;b&gt;Control + V&lt;/b&gt; with your object selected.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/SrgTYiaPTRI/AAAAAAAAABo/1rXLPHKQrhs/s1600-h/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/SrgTYiaPTRI/AAAAAAAAABo/1rXLPHKQrhs/s200/3.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&amp;nbsp;6.&amp;nbsp; With your &lt;b&gt;Wireframe_Object&lt;/b&gt; still selected, apply a &lt;b&gt;Lattice&lt;/b&gt; modifier to it and adjust some of the parameters.&amp;nbsp; See the screenshot below for my settings.&amp;nbsp; (The Radius amount will differ depending on the size of your object)&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/SrgTaJX_4dI/AAAAAAAAABw/jKQjJ9F2CPw/s1600-h/4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/SrgTaJX_4dI/AAAAAAAAABw/jKQjJ9F2CPw/s200/4.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;7. &amp;nbsp;Apply a simple black material to your Lattice object, pose and render your image!&amp;nbsp; (Hotkey to render is &lt;b&gt;F9&lt;/b&gt;)&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/SrgWMIMWEEI/AAAAAAAAACA/a9vIWxubw6k/s1600-h/Rendered.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/SrgWMIMWEEI/AAAAAAAAACA/a9vIWxubw6k/s200/Rendered.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Hope that helps!&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-9046929102933410800?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/9046929102933410800/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/create-simple-wireframe-render-for-your.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/9046929102933410800'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/9046929102933410800'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/create-simple-wireframe-render-for-your.html' title='Create a simple Wireframe render for your 3d asset'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrgTUegLNPI/AAAAAAAAABY/AEF73WCiEg0/s72-c/1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-8291116689199898387</id><published>2009-09-20T04:52:00.000-07:00</published><updated>2009-09-20T04:53:50.093-07:00</updated><title type='text'>Free texture downloads!  Visit these sites daily!</title><content type='html'>For your daily dose of free textures, visit these sites! &lt;br /&gt;&lt;br /&gt;&lt;a href="http://cgtextures.com/"&gt;CGTextures.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mayang.com/textures/"&gt;Mayang's Texture library&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Keep in mind there is a daily limit on how much you can download, so get into the habit of getting all you can each day to build up your texture library!&lt;br /&gt;&lt;br /&gt;&lt;br&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-8291116689199898387?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/8291116689199898387/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/free-texture-downloads-visit-these.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/8291116689199898387'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/8291116689199898387'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/free-texture-downloads-visit-these.html' title='Free texture downloads!  Visit these sites daily!'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-7307259212797544207</id><published>2009-09-20T04:40:00.000-07:00</published><updated>2010-10-06T12:00:42.696-07:00</updated><title type='text'>Mental Ray - Ambient Occlusion walkthrough - 3dsMax 2011 and earlier</title><content type='html'>When rendering Ambient Occlusion for 3dsMax 2011, the following steps should be taken. &amp;nbsp;Read below for earlier versions of 3dsMax (2010 or before).&lt;br /&gt;&lt;ul&gt;&lt;li&gt;First and foremost, ensure that you have no inverted or overlapped UVs in your primary 0-1 UV square. &amp;nbsp;The following blog post can help you with ensuring you move your overlapped UVs outside of the 0-1 square:&amp;nbsp;&lt;a href="http://donott-lcad.blogspot.com/2010/02/accurately-offsetting-overlapping-uv.html"&gt;http://donott-lcad.blogspot.com/2010/02/accurately-offsetting-overlapping-uv.html&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/TKy-eWl9n7I/AAAAAAAAAKs/zceGRuhIobo/s1600/Offset.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="235" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/TKy-eWl9n7I/AAAAAAAAAKs/zceGRuhIobo/s320/Offset.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Once your UVs are not overlapped or inverted, start by bringing up the &lt;b&gt;Render Setup&lt;/b&gt;. &amp;nbsp;(Hotkey - &lt;b&gt;F10&lt;/b&gt;)&lt;/li&gt;&lt;li&gt;Switch to the &lt;b&gt;Common&lt;/b&gt; tab.&lt;/li&gt;&lt;li&gt;Scroll to the very bottom, and expand &lt;b&gt;Assign Renderer&lt;/b&gt;.&lt;/li&gt;&lt;li&gt;Click the "&lt;b&gt;...&lt;/b&gt;" next to your Production renderer settings, and when it says "&lt;b&gt;Choose Renderer&lt;/b&gt;", choose &lt;b&gt;Mental Ray&lt;/b&gt;.&lt;/li&gt;&lt;li&gt;Switch to the &lt;b&gt;Renderer&lt;/b&gt; tab, and adjust the &lt;b&gt;Samples per Pixel&lt;/b&gt;. &amp;nbsp;Higher = better, but longer to render. &amp;nbsp;I generally keep mine at Minimum:1 and Maximum: 4.&lt;/li&gt;&lt;/ul&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/TKy9zKF4CmI/AAAAAAAAAKo/qYmWXqPjcWk/s1600/RenderSetup.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="204" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/TKy9zKF4CmI/AAAAAAAAAKo/qYmWXqPjcWk/s320/RenderSetup.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;The object you are baking is a single mesh - not a group, not multiple pieces. &amp;nbsp;Everything is attached.&lt;/li&gt;&lt;li&gt;Next, with your object selected, bring up the &lt;b&gt;Render to Texture&lt;/b&gt; dialog. &amp;nbsp;(Hotkey - &lt;b&gt;0&lt;/b&gt;)&lt;/li&gt;&lt;li&gt;Make sure you turn "&lt;b&gt;Use Existing Channel&lt;/b&gt;" on, and it is set to &lt;b&gt;Channel 1&lt;/b&gt;.&lt;/li&gt;&lt;li&gt;Under &lt;b&gt;Add&lt;/b&gt;, choose &lt;b&gt;Ambient Occlusion (MR).&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_-hOUZAsuFwk/TKzAapLzFII/AAAAAAAAAKw/hTxpwYNZ7mc/s1600/addAO.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/_-hOUZAsuFwk/TKzAapLzFII/AAAAAAAAAKw/hTxpwYNZ7mc/s320/addAO.jpg" width="276" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Next, specify where you want to save the file by click the "&lt;b&gt;...&lt;/b&gt;" next to File Name and Type. &amp;nbsp;3dsMax will render the image and drop it here when finished. &amp;nbsp;This should be a 24-bit image, no compression or alphas.&lt;/li&gt;&lt;li&gt;Specify how big you want the image to be. &amp;nbsp;(512x512, 1024x1024, etc.)&lt;/li&gt;&lt;li&gt;Bump up the Samples for a higher quality render. &amp;nbsp;The higher the number the more accurate the render, but longer it will take.&lt;/li&gt;&lt;li&gt;Ignore any error messages regarding a Target Map slot.&lt;/li&gt;&lt;/ul&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/TKzBhBgCLiI/AAAAAAAAAK0/GBp1MmY1Uxc/s1600/save.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/TKzBhBgCLiI/AAAAAAAAAK0/GBp1MmY1Uxc/s320/save.jpg" width="181" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;Ignore the rendered image on screen. &amp;nbsp;Once the render is completed, browse to your computer where you told 3dsMax to save your file. &amp;nbsp;You should have a black and white Ambient Occlusion map.&lt;/li&gt;&lt;li&gt;If you notice issues with sharp gradients or harsh shadows, check your smoothing groups, as well as the number of Samples as mentioned above.&lt;/li&gt;&lt;li&gt;That's it! &amp;nbsp;Take this image into Photoshop and use it as a Multiply layer on top of your textures. &amp;nbsp;Feel free to slightly blur it for the desired affect.&lt;/li&gt;&lt;/ul&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_-hOUZAsuFwk/TKzFMyuakLI/AAAAAAAAAK4/Rc_6xoG99ms/s1600/finalao.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/_-hOUZAsuFwk/TKzFMyuakLI/AAAAAAAAAK4/Rc_6xoG99ms/s320/finalao.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Here is another setup that can be used for 3dsMax 2010 and earlier.&lt;/div&gt;&lt;br /&gt;(Click image to open it)&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_-hOUZAsuFwk/SrYUgnDFBBI/AAAAAAAAABQ/iHPjKHevdvg/s1600-h/MR_AOExample.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_-hOUZAsuFwk/SrYUgnDFBBI/AAAAAAAAABQ/iHPjKHevdvg/s200/MR_AOExample.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-7307259212797544207?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/7307259212797544207/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/mental-ray-ambient-occlusion.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/7307259212797544207'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/7307259212797544207'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/mental-ray-ambient-occlusion.html' title='Mental Ray - Ambient Occlusion walkthrough - 3dsMax 2011 and earlier'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_-hOUZAsuFwk/TKy-eWl9n7I/AAAAAAAAAKs/zceGRuhIobo/s72-c/Offset.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-6662725981014993558</id><published>2009-09-20T03:39:00.000-07:00</published><updated>2010-09-25T23:01:51.218-07:00</updated><title type='text'>Photoshop "base" brush set</title><content type='html'>&lt;a href="http://www.donaldott.com/LCAD/BaseSet.abr" style="color: lime;"&gt;Here is a link&lt;/a&gt; to a Photoshop brush set I have collected over the years.  It has a lot of good scratches, stains, and grime brushes all in one set.&lt;br /&gt;&lt;br /&gt;To install, simply drag and drop this into your &lt;span style="color: #ffe599;"&gt;\\Program Files\Adobe\(Photoshop Version you have)\Presets\Brushes&lt;/span&gt; folder, and open it like you normally would in Photoshop to use the brushes.&lt;br /&gt;&lt;br /&gt;Enjoy!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_-hOUZAsuFwk/TJ7hvLFjuhI/AAAAAAAAAKk/8bX6VM6xAlg/s1600/BrushSet.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/_-hOUZAsuFwk/TJ7hvLFjuhI/AAAAAAAAAKk/8bX6VM6xAlg/s320/BrushSet.jpg" width="245" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-6662725981014993558?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/6662725981014993558/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/photoshop-base-brush-set.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6662725981014993558'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6662725981014993558'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/photoshop-base-brush-set.html' title='Photoshop &quot;base&quot; brush set'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_-hOUZAsuFwk/TJ7hvLFjuhI/AAAAAAAAAKk/8bX6VM6xAlg/s72-c/BrushSet.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-2977772734967292520</id><published>2009-09-20T03:12:00.000-07:00</published><updated>2009-09-20T03:14:25.436-07:00</updated><title type='text'>Max Script to normalize UVs!</title><content type='html'>For those interested, visit &lt;a href="http://boards.polycount.net/showthread.php?t=52415" style="color: lime;"&gt;this thread&lt;/a&gt; for the normalize UV script that will re-size and re-scale your UVs in the Unwrap UVW window.&lt;br /&gt;&lt;br&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-2977772734967292520?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/2977772734967292520/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/max-script-to-normalize-uvs.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/2977772734967292520'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/2977772734967292520'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/max-script-to-normalize-uvs.html' title='Max Script to normalize UVs!'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-854981676898585419</id><published>2009-09-20T02:59:00.000-07:00</published><updated>2009-09-23T01:30:49.983-07:00</updated><title type='text'>Modeling for Games - Workshop / Tutorial notes!</title><content type='html'>&lt;div style="font-family: inherit;"&gt;For those of you interested, you can download the workshop notes that I covered Week 1 here!&lt;br /&gt;&lt;/div&gt;&lt;div style="color: lime; font-family: inherit;"&gt;&lt;a href="http://www.blogger.com/goog_1253443811073"&gt; &lt;/a&gt;&lt;br /&gt;&lt;div style="color: lime; font-family: inherit;"&gt;&lt;a href="http://www.donaldott.com/LCAD/3dsMaxWorkshop.doc"&gt;&lt;/a&gt;&lt;a href="http://www.donaldott.com/LCAD/3dsMaxWorkshop.doc"&gt;&lt;span style="color: lime;"&gt;Click me for notes!&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-854981676898585419?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/854981676898585419/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/modeling-for-games-workshop-tutorial.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/854981676898585419'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/854981676898585419'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/modeling-for-games-workshop-tutorial.html' title='Modeling for Games - Workshop / Tutorial notes!'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5991744497064102801.post-6114255470430562927</id><published>2009-09-20T02:07:00.000-07:00</published><updated>2010-08-16T02:01:58.999-07:00</updated><title type='text'>Modeling for Games - Fall 2010 Syllabus</title><content type='html'>&lt;span style="font-size: 85%;"&gt;&lt;a href="http://www.donaldott.com/LCAD/GA275_Fall_10_OttSyllabus.doc" style="color: lime;"&gt;&lt;span style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;You can download the class syllabus for the Fall 2010 semester here!  Click me!&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5991744497064102801-6114255470430562927?l=donott-lcad.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://donott-lcad.blogspot.com/feeds/6114255470430562927/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/modeling-for-games-fall-09-syllabus.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6114255470430562927'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5991744497064102801/posts/default/6114255470430562927'/><link rel='alternate' type='text/html' href='http://donott-lcad.blogspot.com/2009/09/modeling-for-games-fall-09-syllabus.html' title='Modeling for Games - Fall 2010 Syllabus'/><author><name>Donald Ott</name><uri>http://www.blogger.com/profile/00985367931566292243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_-hOUZAsuFwk/SrJez3ADToI/AAAAAAAAAAM/srahj0EKrQE/S220/avatar17789_1.gif.jpg'/></author><thr:total>0</thr:total></entry></feed>
