Hi Guys, Im looking for a way to export the hard and soft edge information from maya into modo. The obj and fbx plugins have their limits. Im usind maya 2008 and the latest modo. If anyone could help... Cheers
What do you guys thinking about this? I made on Unreal but Im not sure if its okay. https://cdn-animation.artstation.com/p/video_sources/000/248/361/ramen-2-trim.mp4
Ok... it's softer now... Thanks for the crits. I tweaked the animation too... I think it's more natural now. http://img130.imageshack.us/img130/8008/saquec1.mp4 As before... crits wanted ;)
I use this - http://www.monoprice.com/Product?c_id=108&cp_id=10841&cs_id=1084102&p_id=6814&seq=1&format=2 I notice no difference from my wacom at work.
Here is a small kitbashed (from another, bigger model) Mech for our game. The rigging took me almost as long as the Kitbash :D (about 2 hours) 25 000 Tris here...
Marek Denko does it with a couple of noise mods in max: http://www.duber.tv/cs/maxcon-2008/sobotni-program/making-of-buggy-series/ Oh and its in Czech too, but pretty straight forward
I have Max 2008, and CS2. I suppose I will need to upgrade to CS3. Bummer on the 8600-8800; I bought the 8600 this morning. How -much- of a difference do you think there will be?
Earlier in 2008 I got a job at Nerve Software; we just finished up some multiplayer work on Quantum of Solace. Before that I worked at MumboJumbo, which is the studio I did these for.
I am cloning bolts out and the clone base number is coming out 002. I would like to change it to come out as 02. Is there a way to change this in max and not go into the INI file? also trying to get around the extra step of going through the rename tool.
i just saw this artwork in 2dArtist Magazine(038 interview with Chen Lin. Fanart or what? http://wanbao.deviantart.com/art/Mechanical-soldier-66894917?offset=10#comments i don't see any credits for Taehoon Oh(model)James Chung & Karl Ostlund(design), is that fair?