I'd just add in the vertical loops needed to get rid of the n-gons around the windows. Some of those loops it might have been quicker just to select and add a bevel (smaller distance, possibly doing one level of rounding for any edges that actually define an edge)
Shit those UVs were hard. I don't think I've ever spent so long trying to get something projected undistorted. I had bodypaint, photoshop, and 3dsmax open, using soft select UV move in max, 3d projection in bodypaint, and liquify in photoshop.
Okay, next question - bots. I downloaded a program to make Q3 bots, and then made a bot script for my mesh. When I go to Skirmish, the bot is there and selectable. But when I actually enter the match, she never shows up. What am I doing wrong?
That's pretty sad... I wish people would be more honest and just purchase the games they want to play. If it was my game I probably would've released it on Steam. As a game buyer I love the ease of buying games on Steam, I just wish they had a larger selection of games.
Hi Jaque, thanks for making the effort to do all this :D I'm guessing all the selections are done now but would love to be part of it if possible. My folio can be viewed at: www.philipmehr.carbonmade.com If not then good luck to all joining the classes, have fun and post your work for us to see!
Since this is a 3 year old thread it might be worth noting that since Graphite Modeling tools where added to 3dsmax there have been a variety of ways to select polygons based on different parameters. One of those being equal to, greater than or less than the number of sides specified.
If I follow this correctly: have you tried applying individual smoothing groups to each face? I know Unreal will apply it's own single smoothing group if there are none applied in the .ase file. I always select all of my polies and set autosmooth to .01 in Max. That works.
Just under the banner, Click User CP then on the left hand side under Settings & Options select Edit Options. Then scroll right to the bottom to Miscellaneous Options text box and change the Message Editor Interface drop down menu to Enhanced Interface - Full WYSIWYG Editing. -caseyjones
If I understand your question correctly, what youll want to do is: enter edit mode, select the faces that you want to flip, and press Ctril+Shift+F to flip the triangle edges. You can also find this command in edit mode under the Mesh->Faces menu.
Yup, it takes whatever other visible subtool you have in your tool, and shapes the currently selected subtool around them. So if you do that, then reproject all, you end up with a continous mesh looking exactly like the primitives you shoved together. Insanely useful!!