4.41 I SUCK SUCK SUCK AT THE PARALLELOGRAMS but i completely own at bisecting angels got numerous 0.0 there and once on making a right angel EDIT: 3.31 on second try after knowing what each test means edit 2.95 third try
Maybe... you're paranoid? or maybe you're work is looking like everyone else's work?... either way, that's a pretty douchy thing to say. EDIT: Actually, I just saw the hydrant... i take that back. EDIT: Actually, I don't even know.
Hey guys, Thanks for the crits. You pretty much nailed my thoughts on the reel as well, just needed that second or third opinion. I'll be editing it in the days to come, and reposting. Sorry for the high volume, i'll edit that as well, didnt realize on my end.
I've had this problem several times, and I was always able to fix it by converting the model to editable mesh, and then back to editable poly. That erased whatever hidden history was affecting the turbosmooth and allowed it to work as intended. Was definitely frustrating before I figured it out though.
Thank for the reply guys, I've went ahead and created a custom keybinding setup based on personal experience and the feedback I've received from you 😊 I haven't added anything about the UV because right now I'm mostly focused on the modeling part so I'm not in the mood to mess up with it, I'll tackle it in the future.…
AFAIK you don't need deferred rendering to get a decent preview while you're editing an asset. It only really matters for scenes with a ton of lights. And you shouldn't be setting up lighting in Max. If you're editing to PBR standards, your model will look good in any lighting.
You have to have something above your Editable Poly in the stack. So give your mesh a turbosmooth, then go down to editable poly (bottom of the stack) and hit your hotkey. Might work without a multiple-key hotkey (try one button instead of ctrl+g)
Flash is already on Linux. Note what its saying "software maker's familiar video, audio and image editing " Note the editing. Nothing about just players. I agree, this could be the reporter or the PR guy at arm over grasping what going on. Thats quite a mistake though.
3ds can have a tendency to completely screw up normals and not show it in max. Export your obj from Max, reimport into max. add edit normals modifier and see if they are correct. If not make a box, edit poly> attach your obj to it, then delete the box. That should reset the normals.
first WIP EDIT : quickly corrected the strange shoulders EDIT 2 : correct me if i'm wrong, but I just figured out that the pectorals aren't good mainly because the clavicles are pointing in the wrong direction, they are going up but the shoulders are in a relaxed position, which seems illogic to me