I use MODO for modeling and UVing prop assets for game
engine use. Scripts 1-5 improve general usability/UI. 6-7 are a part of my modeling workflow. 8-10 are a part of my UVing workflow. * Eterea Snapping Bar – Cristobal Vila http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=80869 I dock this at the bottom of…
http://wii.ign.com/articles/116/1161875p1.html http://wii.ign.com/articles/116/1162045p1.html Not sure how much truth there is to this, but it would be interesting to see Nintendo contend for the hardcore market.
They are at the STS-117 photo gallery on NASA's website. http://spaceflight.nasa.gov/gallery/images/shuttle/sts-117/ndxpage1.html I also love this one :
The bone is recorded with the time slider. I recorded a pose at 105 in MAYA. The result of marmoset 105 is different. Are the same time slider results different for MAYA and marmoset?
Not sure why you have done hard low poly optimization but using UDIM. If its a movie asset you can use way more polygons and get rid of those shading artifacts. For games UDIMs are still not very common workflow. It looks like you have not split smoothing groups where you have UV splits on hard edges like trigger area…
I got a chance to play with the Nikon 105 VR on a D700 the other day, if the 60 is anything like the 105 you'll be very happy. I was really shocked at how fast the AF was.
but he didn't say 'the glass is 1.5'. he simply said '1.5'. but that's pointless. the actual reason i'm posting: filename noob? lol thats new. whatsit mean? seriously wondering.