Nope, backwards compatible is correct... If it were forwards compatible, then scripts that were made on later versions of 3d max should also work with older versions. I use the transform type-in box instead of the bottom statusbar because the floating box takes up less space (if you hide the bottom bars) But the design of…
Very nice texture, good job overall. Some things I noticed: - he has a strange crease in his hair, most obvious from the side - his shirt floats above his arm quite a bit. any particular reason why you did that? - polygon topology and distribution seems quite messy overall - the hands are not up to par with the rest *edit,…
i hate you... (not really) dude the farthest i got was to that like floating platforms..blue cliffs type of thing? god it's been long. I do wanna play it as well. the golden armor and the crossbow are bad ass together :) there's so many secrets in that damn game, i know that if you just jump in certain areas you get chest…
Many of the smaller details (tread extrusions, bolts...) are built with matching texture and normals underneath so they can be easily taken off the model in the first LOD stage Most of the normal map was built from geometry (mostly floating though). The main body area (boxy bit) was built from a complete highpoly mesh but…
Hm. I suspect you're going to have some problems getting thsi to morph nicely with that wire layout, particularly with so many triangles. Theres a pretty specific way you need to do your loops otherwise you'll get spiking or other horrible deformation. There are a few decent tutorials floating about, none of which I have…
That neon sign is floating with ZERO power source. Its not really noticeable with the legs cause its a head on view, but its noticeable with the words on the side. It looks like you have a road in the middle. I see no indication of that road being separated by the sidewalk or buildings. It just kinda fades away. Personaly,…
Also, not welding every vertice to each other can help your workflow a lot. Especially if you're constantly updating it, you can always weld everything together when you finalize the model. Like making a big room for an apartment, and you have all the smaller rooms as just floating faces within that space and not welded…
Hiya Raven I have an issue with your grabviewport script, which is awesome by the way :) I'm using max's standard viewport shader with an alpha texture for some hair fins. The problem is the aliased edges of the alpha planes don't scaled up with the rest of the image .. They float separately and don't appear to be…
I can only come up with a few hack fix ideas. - Create a small floating weld plane that sits at 45 degree angle where the pieces meet. - Fuse the pieces together so there won't be a UV seam. - Put the weld on one plane or the other. - Is there a reason both planes need to clip into each other? Can you place one piece on…
Well it is easy to set the camera clipping planes via MaxScript: <camera>.nearclip Float so you'd type "$Camera01.nearclip = 0.0" However I have NO idea how to do this for the viewport, since Max, unlike Maya, doesn't treat Viewports as generic cameras. This has been the bane of many people... I will check around for you…