i have a lot of embedded images not show up here on the computer. i suspect it's due to my java script and ad blockers or perhaps some browser preference. polycount threads can look quite different indeed when viewed on the phone. web-linked content all seems fine though.
I ended up writing my own A* pathfinding script in Unity that loads Navmeshes through XML, and a Navmesh XML exporter for modo. This was the page that made sense to me. Once I had the grid version written up, converting it to use arbitrary convex ngons was pretty easy. www.policyalmanac.org/games/aStarTutorial.htm
Ah. I use Marmoset and UDK. But I was wondering if there was some difference in using a viewport, engine, or ray style renderer in terms of portfolio or display purposes. Unfortunately, I don't know max. I'm a Maya guy, through and through. But I've been very impressed with some of the tools and scripts Max has.
@Mark Dygert: Thanks! That helped me a lot. And the Link is great. Exactly what I was looking for.. This sheds more light to it. Unfortunately Red9 doesnt seems to work with MayaLT. The LT Version just supports Mel Scripts and no external Plug-ins. @RN: Thanks. No I know more. Great tips for Blender
For any potential google searchers, I fixed the ray misses, you were right about Max glitching out, Eric, thank you. I exported into a new 3ds max scene through .OBJ and got a perfect bake. I'll go run your Uber Vert Count script now.
Thanks guys! @Kaine123 - I used a 3ds max script for the welding. Check it out - http://jokermartini.com/welder/ @Pedro - haha yea i agree. I've never held or fired one, but I can't imagine it being comfortable. Then again, the whole gun is sorta weird and silly in terms of design :D
Yeah... I would think you can get around it by making it vertical, but I guess it depends on what your camera is doing. Just dealt with that here at work. My engineer wrote a script that constraints FX to this rather strange camera set up we have. It's attached per particle as a component.
There's probably a way to disable it with a script. If you find it that time consuming you could just create a startup macro that switches brushes and then instantly resets them to the default brush. Then you're presented with the various dialogues immediately when opening zbrush, which should take less than a second to…
I feel bad I I dont post this, my last post was miss informed :) lol, the real answer is , because of the old Xoliul shader I installed. remove it from C:\Users\(YOURNAME)\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\scripts\startup and it should be fine :p
Hey you are still interested in my tower defence game. (Also we can work on other type of games ;) ) Here gameplay currently: [ame=" https://www.youtube.com/watch?v=q2DmAFtTKfU&context=C3ca15d1ADOEgsToPDskI3jJq7LTM9ISvOIDiVip5G"]Hero Scripts WIP (Current model is from AssetStore will be replaced later with own) -…