The model exported out of roadkill may have different vertex IDs than the one in Max. I'm not sure how it works, but it's entirely possible it edits them somehow. Which means that copy/paste won't work as doing that relies on the vertex IDs being identical. Save/load or copy/paste UVs relies upon the vertex order being…
I think you'd have to Attach all the objects, UV-map them all, then Detach them into their original parts after exporting the texture for painting on. You could assign different Material ID's to each segment before you Attached them all, so you could easily split them up again afterwards, just using Select By Mtl. ID.
I think it's important to work on what you want to work on. The games industry isn't really a good place to make money in my experience, so you might as well enjoy the process of creation. Just keep getting better at art, and reach out to the companies you want to work at. If you want to work on plate armour, you'll need…
ummm, posting the same thing in two seperate threads is frowned on. In case you forgot, here is your other thread. But here is my crit from the other thread as well. Ask and you shall receive Over all, Id say your timing and your weight are the two biggest things you need to work on. But posing is also up there. The whole…
Ahh! Okay, will this work with UVs? I'm having a little difficulty getting my head around that. If I set my mat ID on certain polys in Max to be ID 2, will that information carry across to unity in an obj or fbx? Thanks for such a swift reply! As much as anyone would hate to repeat work they've literally just done the end…
Mashru Which version driver you had try with 680 ? Try Nvidia driver release 301.42 http://usa.autodesk.com/adsk/servlet/syscert/card?siteID=123112&catID=18254205&id=18844534&product=74&os=8192&hw=272 http://usa.autodesk.com/adsk/servlet/syscert/card?siteID=123112&catID=18254205&id=18844534&product=72&os=8192&hw=272
lookin good so far. id say your sky needs some work. id check out julio juarez's tutorial on doing skies. also im not sure if you are going for the effect of sand being piled in the edges of the street where it meets the sidewalk, but if so its looking a bit like fog right now. if you're meshpainting that you may want to…
I'm glad you guys are having fun with the game. The tabing thing, im not too sure if thats being worked on or not. Id say ask tommy on our forums, he will answer you really quick. In fact any non art things id ask/coment about on our forums. Any art coments/questions i can answer, not that there have ever been any...
i made a atv too awhile ago hopefully it can be a source of some inspiration :) right now its obviously very wip but id try normal mapping the tires instead of making them geometry. really it dpends on what kind of game this is for if its intended for a racing game i would leave it as is but if you just want it for…
id say just mess with the proportions. dramatically. the sculpt is great, but what crazyfingers is saying is true. it doesnt look like an orc. big chin, stocky shape, wide shoulders, and thick legs and arms. for me thats what makes up an orc. id feel like a tool if i didnt post images. [/massive image dump] looking good…