I like how you designed the legs. the head could use work. besides the wobbly shapes and confusing mechanical assembly, your detail frequency is heavily favoring the arms and legs. The head looks to be an afterthought, with little design consistency and little emphasis on the face. Take some of the cool gizmo-work you did…
Poop! Awsome idea man i didnt even thinkk of that!!! im going to start working on bringing more focus to it first thing tommorow!!! cool... Shotgun: im sorry you feel that way! i am not trying to be rogant hnestly i didnt even realise i did anything... I am trying to take on the crits tht are given and i have used many…
The characters look very rigid, and I'm not even talking about the poses. The silhouettes are pretty constrained, and the internal shapes seem very static...the impression I get is everything is oriented at more or less 90 degree angles, give or take 15. The texture work's pretty static too. Very little variations in…
The 'games are not about graphics' argument is totally different from this one. That people are saying about the Wii that it doesn't need super-gigamap nextgen art, doesn't mean it should use ugly stuff. That's all about polygons, and indeed, games don't need a gazillion polygons. What the problem with NWN2 seems to be, at…
Cool, i didn't know about the isolating stuff, thanks for that! i choose the "layer" approach when retopo'ing. Layer "high" (contains highpoly) Layer "retopo" (contains one mesh from high to retopologize, the new "lowpoly mesh" goes to Layer "low") Layer "low" (contains lowpoly) so i have an overview what i retopologized…
Yep, Xrefs are a great idea but horribly broken in older versions of Max. In 2010 and higher they added "containers" and they aren't done overhauling the whole idea yet, 2011 will see some huge improvements to the container system also. They probably won't rip xrefs out of max, but rather leave them horribly broken and…
Planetside Software, that's the company not the game, has released their latest terraforming software, Terragen 2.2. It's a world builder that lets you create vast realistic landscapes filled with picturesque mountains and clouds. I'll list the presser after the jump. Here's the press release: Terragen 2.2 Now Available…
Is there a plug-in for max that allows you to choose how many bones can be used at once, then drag the vertices in the world into the position you are after for a certain pose/frame and realtime or with a pause it tries to get as close to that position by measuring the surrounding bones weighting. Sounds overly…
This is a long shot, but I'm hoping someone can help. I'm using Digital Tutors to learn how to twist a rig - the particular tutorial is called 'Rigging Quadrupeds in 3ds Max'. The element I'm having trouble with is the vertebrae; the set up is a spline skinned with separate bones linked to helpers which are constrained to…
I'm doing a script where I need to get transform values such as translation from an object. I've noticed the pivot can be moved around but that won't update the transforms correctly, If I have a cube say and the pivot is at the center, I duplicate the cube and move the pivot to a corner of the cube and rotate it 90 degrees…