uhm, yeah, some hardsurface practice didnt use a ref, but after i finished i realized it reminds me like something ive seen somewhere. maybe from racer however this is the first tile from 3 which will be layed down in a control tower [inspired by ghost in the shell ] iam going to upload the concept tomorrow notice to…
Lon live the bagpipers, nope I have neither seen one of those but their good from the look sof it. Silence is important very sensitive information. Me I know many stories of the jesuit order but know they are not from G-d but masonic order for power and money. I'm still finishing season 1 and 2 of david still in season 1.…
If you dont care about the stack, you can also apply the unwrap modifier on your object selection and change the map channel from 1 to to 2. If you don't "reset UWs", the uvs are just copied from channel 1 to 2. Then, just collapse, to "save" the uvs. renderhjs script is certainly a cleaner way to do it though. edit: ah FU…
It's up to you, actually. 1 meter for a game like micro machines is one thing, 1 meter for sim city is another. Depends on how far things are from the camera and other things. For a handheld 1st person shooter where you see the walls from very close up, I'd make each meter be 128 pixels for example. Maybe even 256.
Missed this... Opps Skinning in general doesn't react well to changes in geometry (below skin). Above skin it handles it pretty well but then some exporters don't like other modifiers on top of skin so you are risking it working fine in max but not after exporting, so typically you have to redo skin, which isn't as painful…
I will give you some pointers for now as I've actually got to catch a train in like half an hour and this is a dense topic, but here's what I would do in case of that girder. There will be a lot to research but I think it will be more exciting for you that way anyway. 1) Model your girder with either support loops added to…
walknTalknMonkey, thanks man. Yes, i did use mostly photos as my source because these are mainly generic and realistic surfaces so that was the fastest way, not the worst one either i hope :) At work i mostly do painted textures because the games are mainly cartoonish so i need a break, lol. As promised, here i got some…
good idea mr. rockstar Yeah absolutely. In a nutshell, unless you are very good *and* experienced, there is no way a U.S co. will put in the time, effort and money to get you an H-1 when they could so much more easily find an employee with a work permit. Makes perfect sense really. My route into the U.S was generally…
This is coming along nicely, Rhoutermans. I've looked at the concept, and I'm not sure if you're going for a 1:1 re-creation, so I have a few general suggestions that might pull you away from it a bit. If you're going for a direct replica, take from my suggestions what you will. I think you need to re-balance the staircase…
Hey Hanpan, Here's the process I use, assuming I have my low poly mesh finalized and exactly the way I want it... Within Maya 1) Make SURE you're using ALL quads. This is important because Z subdivides every edge of your model by 2, each time you click the "divide" button. Having tris etc can produce weird results that…