Yeah i saw it (good idea the wirexx comments thing), the only reason i wouldn't manage and all that other stuff which i think i might be able to do but i do no do "socials", discord and the like cause I'd have to trust, I'd just write up doc's/pdf's/jpg's and let people manage themselves. Do not feel like people like being…
Sorry but I don't have much time to polush the code. [code] --------------------------- CODE SNIPPET----------------------------------- ( -------------------------------- GUI -------------------------------- Global mseFileDir = "" Global mseFileName = "" Global mcrFolderDir = "" Global mcrFileName = "" rollout scriptApply…
hey thanks a ton guys :D Jackablade: good point, thanks man. I'll try and get more form out of the tail :thumbup: Intervain: awesome, thanks a ton for the crits! I love your work :) . I was trying to really simplify that whole area to keep it 'cute n girly' rather than 'sexy n womanly', but I think you're right that it's…
Hi, thanks for the responses so far. re: The proportions - I've tweaked these a lot, I'll look over them again. I know what you mean about the skyline, the roof and back I'm still not happy with, but can't quite pinpoint it. I'll look at the Lan Evo. I actually thought this was the better one, but I obviously need to look…
The shading seems to be the easiest part, it looks like they're using more shading steps than the Guilty Gear Xrd method, which uses only 2 steps (lit or unlit). You can see it on the orange vest there how it has 4 steps, and there's some smoothing on it too? On Guilty Gear Xrd they used the step shader instruction as a…
Regarding AZ's claims of Pacific northwest US beers: If you like malty (high alcohol) beers with lots of tangy hoppy bitterness, then the Pacific northwest is king. Here are a few of my favorites: Dick's ESB - Maltier than a typical English, a bit roasty. You can't go wrong with anything made by Dick's. My favorite…
Sure thing! Rewrite it for your own needs, i hope it helps others too! What it does is: - set all VISIBLE subtools to highest subdivision lvl - bake all layers per subtool - polypaint from polygroup -message out how many subtools affected p.s.: i decided that decimation must be done by hand per subtool...so i did not…
Here's one I wrote for just updating the textures on the selected objects: <font class="small">Code:</font><hr /><pre> //global proc CRupdateTexSelected() { waitCursor -state on; source AEfileTemplate.mel; string $mats[]; string $files[]; string $sel[]=`ls -sl -tr -l`; for ($node in $sel) { string $shapes[] =…