It looks like a good start I think the upper body needs more bulk, the waist needs to be slimmer. I definitely agree with Computron he needs to be taller I took a quick look on Google and found this reference. Maybe you could show some of your references if you are going for a different look. Good start can't wait to see…
The middle mouse wheel does two forms of moving the camera about the viewport. One if you hold alt, and another if you just click it. That is what I use for navigation... Also, hit up the Polycount search. I found lots of useful stuff, just browsing Max 2010 in the search. Like "Cut in Max is the same as split poly in…
Hmm, I cant find anything like that on the English version of the site. Though I think the only thing that happens with the integration is a script or plug-in that sends the model the BP3D and back to Max. And that quick walktrough of multi material painting in Mudbox, it is very possible in BP3D as well. In fact..…
minor nitpick: the pipeline is: vertex -> tessellation (2 shaders) (dx11+) -> geometry (dx10+) -> fragment. While you can do geometry generation with geometry shader it's not recommended (unless for very simple cases like billboards), it's really best done with the proper dx11 tessellation shaders, geometry shaders are…
I also use Max 2010 and am having the exact same problem. I just recently updated to windows 8 and now am having viewport problems with the 32 bit version. 64 bit version works, but I can't export certain files for work, so I'm stuck using the 64 bit to model, then exporting from the 32 bit version. This is a major problem…
I'm using 2010 x64 and just downloaded the latest exporter. What do you mean CM? I'm not good with the SDK, also I haven't tried compiling it yet. Should I? I know I don't need bones, I never put any in. I have a texture assigned to diffuse. Edit: I think a bone shows up because the exporter automatically creates one, it…
Does that generate mapping coords? I'd suggest using splines, since it generates UV's for you already. Though if you decide to go the polyboost route, Max 2009+ (I *think*. I know 2010 does) has something called spline mapping. If you make a spline down the center of your "road" and apply an unwrap to the mesh, you can…
Must be a really fucking slow news day. http://www.gamasutra.com/view/news/27848/ExPandemic_Employees_Jab_EA_With_New_iPhone_Game.php http://www.businessinsider.com/after-getting-fired-ea-developers-make-game-mocking-their-employer-2010-3 It's funny, because the game doesn't even HAVE a story. That blurb on the website?…
MNeMiC, I just tried your scene works fine for me wiht a Blin shader in mental ray. I'm in Maya 2010. Is there a new bug perhaps in the new version of mental ray? I rendered near the armpit where you have the uv seams, normal map looks fine. Can you post a large image of the issue, I can't tell what the problem is on your…
just looked at the video and like the smart idea of it,- even the colors of it are suggesting very well for what it is good for. Anyway the way they do things now I wish them best luck with it - because they really do invent new stuff themselves. Mudbox 2010 on the other hand seems to transform itself more into a texture…