For which Engine - None Current Polycount - 468(None TS) 14'884(TS 2) Max Polycount - None Texture Size - N/A Description of background information on piece - My first character and im looking for crits Where are you looking to receive criticism - Everywhere :thumb: _________________________________________________
nope, I asked several times. I was kinda disappointed with the last one, not any place to plug in near the front for note taken on the laptop and if I did plug in it was near the back and then my blind ass couldn't see. What I saw was awesome, but with lack of proper notes I left not learning much then I did before going…
It's been a while since I posted. Things have been getting busy! But without getting into too much detail, here's what I've been up to. So I figured out what was causing the weird lighting. It was because of how the normal map was being calculated in my triplanar projection material, because triplanar projection naturally…
This is part 2 of our series on MaxScript. I'll cover some simple ways you can start to use maxscript in your every day workflow. Even if you have never touched code before, there are some simple ways you can start using maxscript that will help you automate tasks and remove some of the time wasting steps you have to take…
THANKS!!! @Deegnoot "Note : Setting a bitmap node to "relative to parent" and cooking the substance (exporting it as an sbsar) will save the bitmap at a resolution of 256x256 instead of its original size. It is advised instead to keep the bitmap node in "absolute" and use a transform2D node just after with a "relative to…
Hi ! :) I've started to study how 3ds max is working with rotations "under the hood", learning about quaternions and matrix stuff... But I'm a bit stuck here... It seems like "quaternions" in maxscript are actually rotations, and so adding 2 rotations (something like "rot1 + rot2") will actually involve more complex maths,…
Hello ! "I can't use blendshapes\shapekeys for it due to some of the engines I want to work with not them. I need the facial rig to be driven by bones." If I may say : this too is a bit of a backwards way to look at it ressources-wise. Let's say that you get that model done, with all kinds of bones for facial control :…
Ok, heres the setup I remember from Father Wicked (my zombie character from my Something Wicked short animation). A rig was setup with bones coming off the head to control the eyes. Each individual eye (seperate from the mesh) was skinned to its appropriate eye bone. I made a spline in the shape of his head, put it a few…
Cexar -- Thanks so much, I really appreciate the reply. It's too bad about the awkwardness in the posing; I had shown it to a few friends earlier on, but none of them thought it looked awkward then or now. I guess it's a matter of how well you know guns/shooting? Either way, I quite agree that it's time to move on with…
For a regular artist? None But you should have some technical aptitude and understand logical dependencies, the need for rules and budgets and specs and why they should be respected. This will help you to deal with things which are not programming in the strictest sense, but which are often considered "technical", such as…