Assuming swordslayer does the same thing I do in my single modifier version of this he's at the mercy of what max does when you extrude faces as part of edit poly. Fixing UVs on extruded faces is a whole other project and given that this is intended to be a tool for quickly bevelling shit geometry it seems a little outside…
Check this page out, you can do something like pm.polyNormalPerVertex(q=True, al=True) to get a true/false on a vertex selection. I don't know pymel too good, couldn't quickly figure out the best way to go from an object selection to a vertex to give you a little starter script, sorry.
Day 10 Worked on the same body and colored it quickly. The back is fucked up, I can see it. Also the forearms, gotta work harder on the body, man. It's hard but I guess it's like everything else, just practice and references. That keeps me going. xD it's all dirty omg. thanks make up haha
My idea is to have a walk cycle made of two characters. The dude with the glasses is a bit unsure of the situation with more staccato movements. The lady with the bow is a bit more floaty and whimsical. I like to test ideas quickly to see if they work or not, here is my first rough block.…
Thanks a lot guys! :D STRIKER and I quickly put together this little tutorial on how we got the base for our textures. We're currently learning a new process that'll help us clean up and keep more of our bakes instead of painting over them. If anyone's interested, we'll update with that process soon! :)
If you can use Fresnel as a base in the Transluceny node, work your way up from there, it should help abit. That's the cheapest way I know of doing it quickly and dirty. Sprung is right on the money with taking a look at the DN package. You could look for the SSS shader also:…
Wow those comments on youtube escalated quickly :poly142: Happy to hear we still have some Color3 users out there (btw Upgrade to Amplify Color for free on the Asset Store). We don't know many of our unity asset store customers but we would love to feature your work if you are interested.
@MorbidPandaUK Hey thanks for the crit! Definently can work on the transitions between his different body parts. The idea was to give the idea that he was fat but lost lots of weight very quickly, hence the saggy pouches. I'll try and work with those forms a bit better. Pronouncing the jaw is a good shout lacks bones right…
I would recomend looking into shaderFX, max plugin tool create HLSL and CgFx-shader in an node base editor inside max. If you've got some basic understanding of 3ds max and a node-based shader editor like UDK material editor, you would be able to fairly quickly create the shader you want.:)
Okay so here's a sort of work-up of all the assets I've created so far, quickly photobashed with some mountains and snow. :) Does anything strike you guys as 'off' with it? I'm going to be making a bunch of tiny assets like buckets, lamps, rocks, chairs, pipes and some mechanical things to show that it's a 'modern' house.