Well if you froze transforms that is pretty much the same as reset Xform in 3dsmax. Still you might want to export the mesh as obj and import it into a new scene then export it to .smd just to make sure its not a transform issue. Going back to the .qc file you might want to try it with these changes:$cd "C:\Commander's…
Yes, there's no official mod kit yet. But that hasn't stopped determined people from modding anyway. :) I learned from this specific tutorial: http://www.nexusmods.com/fallout4/mods/7957/? Basically you can create your meshes in 3dsMax, and export with the experimental Netimmerse plugin, and then with some Nifskope…
Heya Mate, I've been doing outsource since 2003, that's when I started Exis. In my experience, Don't ever bid to be competitive with india/china. Bid to live you life or run your company. India/china put out low quality work, even though there may be some talented people there. I have had Chinese/Indian companies approach…
I'm currently investigation this issue. The problem is on 3dsMax side when importing. I've discovered that by reading the fbx file in ASCII and testing with boxes from max to maya and such. The thing is, so far, can't find a solution The pivot is correct when maya is importing the fbx from Max, but not from maya to max.…
First off all I like to thank you for your fast replies Dekared : Vancouver film school is seriously in the top 5 of the schools I would like to go to.... So I'm happy to hear that more people like this school. But what did you meant by, " but you don't need a game design school" is it because if I learn in my free time…
no worries, i havent really started the face so far, just blocked out the main features and smoothed it. I do have problems with sculpting faces, only done a human face twice before Braids: were made using splines. based them on this: http://kevinjohn3d.blogspot.com/2007/12/creating-braid-in-3ds-max.html I cut off the…
musashidan you're the genius around every time :) The Mozart of 3D. Your wisdom is always welcome :blush: I'm also fighting with smoothing group issues for a long time and especially on a mesh I'm working on right now. One thing I don't get in your explanations above. In one comment you write : "*Note* I had to assign my…
Unfortuneitly there isn't much you can do about it. Because the "FFD Box" can have a lot of combinations of points it uses quaternion curves to solve the deformation. If you've ever worked with TCB curves in the curve editor, it will make a little more sense. I don't think it uses TCB to solve the pre-defined FFD's like…
Big thread bump. Several months of messing with this issue only to find it is somewhere between a non-issue and unfixable. Basically, source engine tangent space doesn't split tangents across any sharp angle threshold (talking tangents, not normals). As a result, it is possible for the mesh's tangent to face the opposite…
I'd say it depends on what you really want to do. Right now, I think your 2d sketching is looking a bit stronger than your 3d so maybe just sketch a lot more. If you want to focus, focus on your anatomy. Find lots of good anatomy reference and do a ton of studies. Even if you're bored, draw a bunch of hands for practice.…