Fishmen/merfolk is not that crazy of an idea. Here's the guys that count and are available: Naga Slark Slardar Tidehunter It's a good selection of under appreciated heroes and there's an inherent theme for those that want themes. We could use this format for future months as well by just changing the types of heroes to…
Ive been messing with it for the past 10 min or so, it's ok, I think the new Quick Selection tool is pretty handy, and smart filters will be really useful (if they dont slow down the program like crazy) But I was really looking forward to hardware acceleration but that doesnt work on XP
I think its because you're zooming on a point in space, and as you get closer and closer to the point the zoom slows down. if you select the object or vert etc you want to zoom on and hit z, it will center your camera on it and you should be able to zoom right in no problem
Its hard to see things clearly in these renders ditch the reflective material, get some viewport shots including wireframes, and if you absolutely need to render for some reason, change the background to something lighter by selecting your renderable camera in the outliner and changing the environment color in the atribute…
Yes, that's the idea. You will probably get a little stretching here and there but nobody will notice. The unwrapping process is pretty straight-forward: Select faces - flatten mapping/planar mapping - map them on specific parts of the trim texture. I'll add a FAQ to the tutorial based on the questions asked on this thread.
working with the program now it doesnt seem too helpful. i can't shift and select more than 1 font at a time this is gonna take a while to remove them all and how the heck do i know which ones i installed and which ones are system defaults?
.3ds only supports a single UV coord per vertex, so where ever there's a UV seam, the vertices will be split. If you still want to use .3ds, you can just re-weld the vertices in 3ds max. Easy... Sub-Object = Vertex, Select All, Weld.
Heh, I didn't notice the uvs on the grip until he pointed it out, but that is pretty bad :P. The fire selection text looks like a straight decal overlay, I think just a slight reduction in opacity or a blending mode will help it blend into the material. Otherwise, looks great.
it was pretty cool but felt a little arcadey not that that is a bad thing and selecting the objects to force push felt a little wonky like it was going a little crazy and took a second to grab and hold what I wanted too, and hopefully it would be thrown where I wanted it most the times not though.
There is one in the graphite modeling tools (2010 and up), while in polygon sub-object mode, go to Graphite Modeling Tools > Click Geometry (All) and select "quadrify all". There are several free scripts up on scriptspot.com also that do roughly the same thing if you're on older versions of max.