Thanks for the input, still lags like crazy :( . I'm starting to think the exposed commands to maxscript aren't quite right. From the docs: [php]Projection>.pushValue Float default: 0.0 -- world units; Push_Value[/php] Its a getter / setter. Setting it though just updates the spinner field, but doesn't actually fire off a…
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[ QUOTE ] ...I hope I'd be able to start with more than CA $32k, since that equates to less than £15k over here in the UK, and I'm pretty sure most junior artists around here get at least £18-22k as a starting salary... [/ QUOTE ] When I was looking into relocation I found it very hard to compare salaries between countries…
YAY I think it is good enough lol Took me a bit but I am finally done the HIGH poly cathedral. Texturing will start when i finish modeling the rest of buildings and props. but it would be great if you could critique it. There is a lot of images so i will just give the links The last two images are wriframes the rest are…
you could also improve the texture itself, as The Almighty Umbrella Man suggests. yea, add dirt, add whatever, look at this --> http://boards.polycount.net/showflat.php?Cat=0&Number=225463&page=1&fpart=2&vc=1
there's nothing I love more than those zealous psp fanboys :/ I own both the psp and ds, but portable snes on the psp is something I've wanted for some time .. Rwolf, it runs slow at 222mhz, but faster at 333mhz and with some tweaking it's playable, but the emulator is far from optimized for the psp..
yep, it is done now 8) Thanks everyone for ur C&Cs, and also feel free to post "postmortem" ones if u want, I'll take everything into consideration for my future works. This was my first exp. with UE2 which I was learning while doing this environment, which wasn't going very easy so many thing were redone, f%&ed up and…
global BoneArray global BoneNArray global WeightArray global PasteArray -- Pass the vert id to extract all the weights to arrays fn CopyWeight theVert = ( -- Empty the arrays BoneArray = #() BoneNArray =#() WeightArray = #() theSkin = $.modifiers[#skin] BNumber = skinOps.getVertexWeightCount theSkin theVert BN = BNumber as…