Hey qubism I'm glad to see you're the first taking a crack at it. I looks great! I'll carve out another one soon Nice xysdf! seems a little unfinished though, like it needs more range in the colors. Is it wip? Tonight's work. I'll finish it tomorrow.
Thanks everyone. :) If you go to Transform, Modifiers, turn off XYZ, and turn on Z, you'll solve that problem. The only tiling issue I encounter is with AO. AO almost always requires some sort of geo continuation on all 4 sides of the plane to calculate correctly. So you either have to dup your plane, move it over to all 4…
Ok the model is uv'd and im cleaning up the normals as I type this. Im going out for a bit but I'll get you guys some screens when I get back. Allyx- Yeah it is a crazy big chizzled out chin... hehe.. and yeah its a mailbox. Xysdf - Your definately right about the anatomy issues. I reworked the triceps, they're still not…
Major Update: I think I've nearly finished with this, my final presentation on this is in the morning. Overall I've managed to fix most of the problems I encountered such as the material problems. The fix was achieved by both condensing all of my materials and mat ids into 2. In the code I then setup an array in the same…
ok a few things: 1.) most of you should know by now that you can map any texture that's a power of 2 to any uv map and have it apply. Just because the SDK includes a 1024^2 wireframe doesn't mean you cant paint a 256 map and have it apply the same way. UVW space is vector space just like XYZ, and cares jack about the image…
Hey Fritz, I discovered what Tangent, Object/Local XYZ and World settings are just by testing them out on some simple objects and examining the results. I really don't have the 3d terminology down to explain it hehe.
oh yeah, you're gonna get it now.. actually its looking pretty decent. i'd suggest sharpening up those edges on the main lump on the back there. also add a shell ejection port, as well as somewhere for the belts to feed in. and add a charging handle for each barrel. some sort of lid to make it easy to put in, and extract…
Try this one : http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/c/search?search=xyShrinkWrap&x=19&y=20 if you can't get the other one to work.
Almost done and ready to submit. So, I'm still having that issue still with the normals in the workshop though. In Max using the latest build of the Dota Shader and in marmoset 2.03 my normals look fine and seem to be in the correct XYZ orientation as everything else. However, when I import in the workshop the Y channel…