Hi! That's a cool bell. A critique I'd make, is that it could use some impression of thickness at the opening. Maybe a bevel at that edge in the normal map would suffice. On the horse I'd say it currently feels too front-heavy in terms of weight/proportions. Keep it up :+1:
Started a small generator for braids :) I simply converted an old tutorial (KevinJohn's) into maxscript and made it parametrable :) -- BRAID TOOLtry(destroyDialog BraidGeneratorRollout)catch()rollout BraidGeneratorRollout "Braid Generator" width:176 height:152( spinner spnNB "Nb of Strands" pos:[16,56] width:152 height:16…
Some of the classes seem very similar, and there's only 1 "evil" one. 1 Human 1 Magic Nature plants 1 Magic Nature animals (Cold) 1 Magic tech (Cold) 1 Evil
CenterPivot; makeIdentity -apply true -t 1 -r 1 -s 1 -n 0; $Pos = `xform -q -piv -ws`; move -a (-1 * $Pos[0]) (-1*$Pos[1] ) (-1*$Pos[2]) ; YAY it works now. Now to add more to it :)
Hi guys, Meybe some more experienced artist could shed some light on those questions of mesh export: 1. What are tangents and binormals option? 2. What is split per vertex normals? 3. What is preserve edge orientation? Thank you!
not the most direct way, but there dosnt seem to be a direct way, so this will do for now.makeIdentity -apply true -t 1 -r 1 -s 1 -n 0;$Pos = `xform -q -piv -ws`;move -a (-1 * $Pos[0]) (-1*$Pos[1] ) (-1*$Pos[2]) ;
Grand Theft Auto VI Trailer 1 Looking forward to exploring the vibrant intersections of storytelling, technology, and diverse perspectives that redefine the gaming landscape that comes with GTA! I wonder if a new era of advance Ai NPC's will land in this games tenure? https://www.youtube.com/watch?v=QdBZY2fkU-0