Hi everyone, this is my first time posting a topic. Here are 2 environment concepts i came up with, but i feel there's something missing or odd with the lighting and composition. Any advice on how to improve on these 2?
I usually use a value from 2 to 4 depending on the width of the angle and the look that I want. I use 1 if I want a straight angle. Usually 2 is enough if it is a small angle. If you plan to subdivide it use a value of 2 because it would be the same as adding them manually ( fencing).
Thanks but this is not exatly what I was looking for. However, I have found it. (I saved it at work) For edge ring: polySelectEdgesEveryN "edgeRing" 2; For edge loop: polySelectEdgesEveryN "edgeLoop" 2;
Hi guys! I'm working on an environment with a an animated camera (green + red) : The green part should rotate only vertically (x axis). The hole camera (green part + red part) should rotate only horizontally (z axis). With these 2 rotations combined, the camera's objective should be able to follow any target. To do that, I…
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Hi, I am currently working on a StarCraft 2 mod called Street Empires. I have been learning 3DS Max to create models for the mod. I have also made a Half-Life 2 mod called swarm and lots of levels for Half-Life 1 and 2.
I think there is the same issue with baking in 3DS Max, think I read that you can bake something like 2:1, but in reality it will render a 2:2 and then output a 2:1. So it 'waste' time/resources to render something you don't need. Better to just make a 1:1 map, maybe pack two models texture into the sheet.
here goes my list, and i'm sure that i forgot some: HomeFront Portal 2 Portal Half life 2 splinter cell 3 splinter cell 2 splinter cell 1 obscure obscure 2 resident evil 3 silent hill 1 silent hill 2 silent hill 3 silent hill 4 silent hill 5 dino crisis 2 gta 3 gta : sand andrias devil may cry 4 the misadvertures of tron…