Really like what you have done here saved most of your assets to my inspire/props folder. Only recommendation i have is maybe you could add some central over hanging lights with a strong intensity and add some reflections off of dust in the air. Looking forward to seeing this completed.
thanks pretty nice, havent used it yet, but a good feature could be to have it automatically place the xml file, into the export path. in may case i always export to the projects data folder, so maybe when firring up the script it could copy the xml there etc. also the out of scene HP thing is pretty cool.
impressive art man...truly and inspiration almost all images went to inspiration folder mind sharing some wireshots pretty plz ?? as for the bond the only thing that is not so good besides the ears are the lips , and iw ould love to see ur edgeloops on this model keep at it !! if u cant get a job then we are all doomed :|
Try 500k for poly cruncher... preserve boundary's and batch process a folder of obj's. Ideally if you plan on using it have a script in zbrush or app of choice that will divide your mesh up and export it into the 500k chunks. I haven't used the standalone version to know if it works with obj's, but you would assume so…
Very nice- I love the variety of materials you have. (takes mental note, and saves to inspiration folder)* its probably because it isnt fleshed out in full yet, but it seems like his upper torso is HUGE compared to his lower half. what does your base mesh look like out of curiosity?
most 'autosaves' for maya I came accross were all "auto overwrite" - but what everybody wants is a max style autobak, that is to say incremental saves to a different folder. (meaning that if somebody else opens your files and screws it up badly, the changes don't get autosaved.) Is that one plugin working correctly? Cannot…
anyone remember the canadian guy who "sold" a date with his sister on ebay without telling her? still have that page filed in my funny-stuff folder. a group of former 3ds max developers, who quit because they didn't want to relocate to canada also had an auction going. work-for-hire stuff.
3Dmax.ini in the max folder stores the positions of more common windows. (Layers, Material Editor) You can find them in there and just delete the individual lines that hold those positions. Some windows like the Curve editor are stored per file, you can just delete them from the menu and make a new one.
Just because it is such an old thread of us: https://cosmosmagazine.com/technology/materials/long-term-data-storage-in-glass/ https://opg.optica.org/optica/fulltext.cfm?uri=optica-8-11-1365&id=462661 But so far I can update my info from back then I do not do DVD anymore but I have my important stuff now on two-drives raids…
To swap the texture simply rename “UV_Checker” to “UV_Checker_old” and copy your new image in making sure the name is “UV_Checker”. The folder location: C:\Program Files\Autodesk\3ds Max 2018\maps\uvwunwrap Download a texture here Here's some before and after gifs. Much more pleasing on the eye now. Hope this helps if…