Halfway through my annual Hol's and already 3 weeks out! starting too psyche myself up at the prospect of returning to work...enduring extended nightshift hr's outside in a southern hemisphere winter, no less :( ...mega bummer
As a person that lives in NY, I would like to extend to Microsoft my suggestion that perhaps they should choose a different code-name for their project...unless they do want to send the message that it will be based off of horrible inefficency, and averse to change...
His antenna comes across as a joystick instead of antenna. Gir's arms are like robotic tentacles with little hands at the end of them. There are ringed segments that allow his arms to extend, contract, and bend. See? Where are they on your model?
Funcom is treating the whole NC staff with tickets to see it friday during work hours. Great way to start an extended weekend. The gf is pissed I'll be seeing it before she does, so chances are I'll be seeing it twice.
Wrapit is pretty neat as you can use any modelling technique in max (including the step build and extend under freeform) and you can switch on and off a realtime surface snap/shrink wrap thingy. Quite nifty.
Add me, goddamit! Ledfoot67 (My dad chose the name) I think Jesse is already on my friend list, probably from my dad's extended venture into the online frenzy of; The outfit. Or forza 2. W/e
The headline is sensationalistic, the article itself isn't really that far out. A similar process is involved when an organ is removed and transported for transplantation, they've just extended the process to the whole body and advanced enough to prevent brain damage in the process.
I've recently extended my animation timeline from the standard 100 frames, to a little over 240. The animation rendering finishes the avi file, but doesn't complete the full timeline, even when I have "Active Time Segment" Any thoughts?
I finally finished extending this guy from bust to full model. That is unless anyone see's anything glaringly worthy of improvement. He's part of my big high res demo reel push, and will post some shader/materials render tests later.
Here's a simple example, from left to right we have: High poly Low poly Low poly with regular sub-d and displacement map applied And this is the baked height map. Note now the vertices in the low poly mesh create darker values, this is because they extend past the surface of the mesh. When the result is displaced, these…