Does anyone think the workflow of importing AI, SWF or SVG files into max/maya as vectors and then rendering them at arbitrary resolution a useful feature? The vectors could also be animated or controlled by script. This would save you from manual rasterization and give you more complex control in max/maya. Just wondering.
Not really - back in the day when it was a competition between Half-Life 2, UT2004, Doom 3 and Far Cry, one of these engines put out the most half-baked and useless SDK I've ever seen - no code support, couldn't import mesh assets, just limited scripts and textures. Guess which engine that was.
If you want to install a fresh version of windows you need the product key. No one gives you the product key anymore. They just give you install software to set it back to the original lenovo malware BS. edit: there are apparently scripts you can run that can pull the product key from BIOS
Personally I still use kinda old and buggy script for Max, but I heard graphite tools offer decent retopo tool, never tried it tho, it is still on my todo list. As far as I know there's no tool in Mudbox and Zbrush isn't the best option, but I may be wrong, as I use Mudbox.
The gameplay is like a complete opposite of what a "mystery novel" usually does: provide you with the visual clues and lets you figure it out. From the gameplay vid, this seems like the scripted-events version of the genre. Explore? sure, but we'll tell you what to look for, what you can do with it and what to think of it.
Well finally got the GIF mode and SpriteSheet Mode to work properly and in the same window for PixelMate http://polycount.com/discussion/179830/pixel-art-toolkit-pat-photoshop#latest Really need to get this done so I can release it haha. (have to add in the other scripts for animation that I have as well )
Don't forget to put a soft edge when your UV is sewed and Hard Edge when it's cut : I have a script for maya if you want: If you have something like this,you need to cut your UV and make hard edge because normal map can't offset so much angle:
There are plenty dedicated writing forums on the net, Granted they are not normally directed solely at game writing but a story is a story. Look at script writing as well, for use of ques/actions. This site should be of use: http://www.writingforums.org/ An of course Tv tropes: http://tvtropes.org/ Get stuck in, follow…
@Ashervisalis I ignore smoothing groups mostly while I am building the low poly. To be clear I mean, I cut the UVs where needed on hard edges and angle changes, I then use a script which makes hard edges (smoothing groups in max) based on where I've cut the UV's :)
I'm sure I've already tried the local action center but I will try it again when I get home. I was wondering, is it possible to make a tool preset or script that activates two tools in modo at the same time? I think if the slide and scale tools were activated together it would solve this problem.