I think you're right MoP. Results seem pretty random. Reopening the max file sometimes works or restarting Max. I think I'm going to give up looking for the name of a shortcut that would do something like that. What's the deal with Edit Poly and Editable Poly having different sets of shortcuts. When throwing an edit poly…
Where did you preorder from MoP? The standard collector's edition here has the lunchbox, making of DVD and Pip-boy bobble head. GAME has an exclusive edition where you get a Brotherhood of Steel minature (pre-ordred that one myself).…
The winners are finally up on the site. I am more than a little surprised that all but one of the Grands are 2D...! Congrats to all polycount people!! http://www.blizzard.com/inblizz/contests/artcontest2006/ edit: I will say that I think that the Diablo 3D Character was a robbery of cosmic proportions. Struve, Neo_God,…
ACCP - Advanced Cybernetic Crime Prevention Room I'll be working on a scene in UDK drawing inspiration from cyberpunk stories (Blade Runner, Ghost in the Shell, Nueromancer, etc.) This will be pretty heavy on the sci-fi-ness.. Noticed I posted the wrong beauty images.. the lighting wasn't baked correctly. :( Either way,…
Holy freaking AWESOME! Now that we've gotten that out of the way, a couple of things stick out to me. The thighs seem rather short, as someone pointed out. Maybe not the bodypart itself, but the armor on it is definitely way small. Compare with the Halo 2 image posted above. The feet could also be a problem. As seen in the…
The closest thing I could find was the Rotate Edge function. https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edges.html#modeling-meshes-editing-edges-rotate Triangulate function and modifier also let you specify how quads are triangulated via 1st and 3rd or 2nd and 4th verts, etc.…
There really isn't a good one. Although there are workarounds, which could be scripted to speed them up. Like you could use Render Surface Map to generate curvature values, then use VertexPaint to convert the baked maps into vertex color, for editing. There's also the HLS adjustment tools inside VertexPaint. If you…
Backup the directory, I assume... and thank you very much! Now... can you explain why this works? The last time I did any coding was in Pascal, back in spring of 1987... EDIT: Okay, I tried it, and it converted 35 out of roughly 200 then stopped. Aaaah.... apparantly it doesn't read if the OBJ has its extension in all…
its realy simple if you have zbrush: add wings or other stuff to youre model -> go to zbrush -> subdivide without smoothing enough to feel comfortable with painting qualitie -> project texture as polypaint - add polypaint -> back to 3d soft you are using -> fix/edit uv's -> back to zbrush -> project polypaint to new edited…
Editing the model after its been rigged is a dicey operation. But you can use the skinwrap modifier, target the original mesh (hopefully the verts are still roughly in the same place) and then convert to skin. Unlike load save skin weights, skin wrap uses the verts positions in world space instead of relying on the vertex…