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The Magic Behind Models and Textures


Hi, my name is Devon Mosley and I am in charge of the blog this week. This week we shall have a quick discussion on modeling and texturing. Now that we have finished our first semester, modeling has started to get smoother, faster, and more streamlined. Throughout the year I have found many ways to get around problems we found as modelers from attaching pieces of the buildings to textures being applied to them. Initially we tried to build the buildings as one object and found that the UV editor would come up with weird shapes making them impossible to use in Substance Painter. I found a way around this issue by texturing the buildings right in 3DS Max. We also had an issue with models coming together properly when putting them together in one piece. we decided to use the updated 3DS Max Pro Boolean. The Pro Boolean unlike the old one works on a one on one basis with each piece you are attaching to the piece it will be connected to. Throughout this ordeal we have steadily used centimeters as our measurement tool and have come out with great models. I cannot wait to the end product of our project.

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