I really dont like that wood texture. It looks a lot more like UVs that have been horribly stretched then wood. The grain needs to curve and form knots like these: http://www.primatestudios.com/images/articles/painting_wood_grain/fig_12.jpg http://www.kitchendoorsonline.net/images/royal-oak.jpg…
Well, I just tried these methods out and for some weird reason it isn't working for me right. Mop: on some objects when I click "affect pivot only" then "align to world" it actually moves the mesh! I'm not sure why this is, but these were meshes that I have already edited so I tried to just make a simple box and try it…
All engines should support it. The UV sampling goes from 0-1 in both U and V directions You simply lay it out on a 2:1 space, like from -1 - +1 U and 0-1V then scale all the UV's by half (0.5) on the U axis and put them back into the default 0-1 UV space. IN your program they'll look stretched but they will read a 2:1…
cool stuff man! good to see some people dabbing in this stuff. i'm no the best director but i'll try and come up with some crits. 1. you start with a jump cut. the problem is that the first two camera shots are way to close together. it gives the fealing that someone bumped the camera, and feals awkward. if you have any…
You can use a max falloff material set to the world z axis, to bake out a vertical gradient on you model and it's high areas. That alongside a cavity/ao map should provide a good base for some filters to fill in the rest.
NoSeRider gave you some good crits. i'll see what i can pick out. 1st. it doesn't really look like he's swinging a heavy object. also, the weight shift looks strange, because you're not delaying the foot enough. when you jump, or step off the ground like he is, your leg should be fully extended on the last frame before you…
If you are using 3ds max, you can setup a Reaction Manager (not to be confused with reactor, the physics system). Look at the tutorials that come with max for some tutorials on how to go about it. I tried looking for some on the web, but can't find any free ones (I also didn't look that hard....) What I would do is create…
I'm posting up some of the great 3d art done by various artists that hasn't been shown on polycount (at least not in a dedicated thread). EQ - AxeFlag (Completed) AxeFlag (Complete) by EQ thefatladysings - Armour Shard (Work in Progress) Armour Shard (Work in Progress) by thefatladysings EQ - Retribution (Work in Progress)…
I think you are running into issues like that because the object you are making is not easily 'quarter-able'(?). If it were, you would have no problems using symmetry evenly across the object. Here's an idea- from your base model, slap an edit poly modifier on it. clone and rotate the element around their axis till you get…