MTM 8 Sweeper: [March, 2013] I got inspired by MTM 8 of Black Mesa (Half-life remake mod). I transform it into sweeper for Mars mine (blue is opposite of red sky color). The robot has 20 250 triangles and 1024x1024 textures. Pictures are taken in Marmoset.
[ QUOTE ] Ok, I converted. Here is the file. http://www.oxynary.com/downloads/UT3CharConv.zip [/ QUOTE ] bad luck - mine 3DS MAX 8 SP3 crash when I try to import Your .FBX convert files. There's not chance to get the UT3 files in 3DS MAX 8 format ? THANKS
Ghost_rider FYI if you have access to max 8 you might not have a need for skinordie. I found the new selection tools among other things that come stock in 8 now to work just great when rigging. Just one less script to install. Good luck.
My job, you need to pre-approve overtime if your working past 10 hours. weither I work 8-10 hours, my pay is the same. Your paid for the day if you meet the min 8 hours. You don't get more if you work 10.
Thanks for the feedback everyone I bought this one to start out with [ame="https://www.amazon.com/Samsung-Electronics-MZ-7PD128BW-Series-2-5-Inch/dp/B009NB8WR0/ref=sr_1_8?ie=UTF8&qid=1393873593&sr=8-8&keywords=samsung+solid+state"]Samsung Solid State[/ame]
all of it is, dammit. i'd say 6 and 8 are my overall favorites. I love the Military feel of 8's soundtrack. 7 conjures up the most memories, and 9 has some really moving bits that bring me back. particularly, this. [ame] http://www.youtube.com/watch?v=vW3QK6CTg2g[/ame]
there's actually affordable tablets that have wacom digitizers in them, like the asus vivotab note 8 and dell venue 8 pro. I'm just learning about this myself, don't know what others have it. Never thought much of tablets but am curious how useful they could be as an artist's tool.
This hand is really giving me trouble. Model is for film so has to be no tri's only quad's and the arm it has to attach to is 8 edges. Fingers are mostly ok but getting 8 edges for wrist as well as no tri's and getting the thumb shape and trying to work out muscle flow is killing my head.
if you use planar mapping the math is pretty easy. you just take the texture size and divide it by the pixel ratio and that will equal the size of the mapping gizmo. 512 texture 64 pix/m 512/64 = 8 so you would just make sure your mapping gizmo is 8
but wouldnt the duplicate layer thing require the image to be more than just 8-Bits per channel? I mean that is what the "real" bloom is about, so that you actually get the "overbright" pixels (greater > 1), which wouldnt be there after clamping to 1.0 which regular 8 bit does.