Just wanted to do a quick update tonight. More to come tomorrow. This is the lineup of Theos' army in spellbinders. They were really fun to create. They all share a 1k texture atlas and have all been built with the same rigging script I created specifically for this production. And a quick little sketchfab of them all…
I really enjoyed it (once I EVNETUALLY got it working....with a crack). There are loads of little cutscenes, so I understand the gripe people have, but I felt they were done well. The voice acting and script kept me interested in the character and what was going and I enjoyed it. Though sometimes they are just way too…
Fruitless. :-/ I even dug up a guy from an 8 year old thread I found where he was talking about a solution for this but apparently whatever he had discovered at that time is broken (or fixed, I guess) in current Modo. So it's a no-go unless I can script something up myself. That will ... take awhile.
I'm currently taking a 3d Scripting class. For my final I want to bring my character model into the game (UT3). The character based off of a dream where I was a mercenary fighting in a foreign country. This is the concept art drawing I did, along with the base model I've started working on. I will try and update often.
Just thought I would share in case this drives others nuts - 99% of the time you'll want it to align the face your stitching to your new face and have 0 bias (ie not try and scale faces). In this case, you can just skip the dialog and use the script below (hotkey it and you'll be a stitching fool):
Quadify modifier will do but it applies on the whole mesh (works on editable mesh) Else, there's this plugin which probably do a cleaner job, but not free. http://www.scriptspot.com/3ds-max/scripts/quad-cap-pro But on a flat surface just a couple inset and connecting some vertices do the job. You don't have to be full quad.
running on top of other stuff prototype. wanted to try this for a long time, it's super rough still, but pretty fun. i overhauled a lot of old BPs so the ''new stuff'' is pretty much invisible and there's a loooot of graphics work left so i'll leave the scripting for a while cheers!…
A website portfolio and a resume are that you need for getting a general game art job. For animators and effects artists, a demo reel demonstrating the animation in question would be necessary as well. For technical artists example code, scripts, tools, or rigs might be a good idea depending on their focus. Ryan Greene…
I'm on 2012 Script editor gives me the following when i do it, try putting it into the Command LnemanipOptions -showExtrudeSliders 1; So, extrude a face go into Command Line, make sure it's set MEL type manipOptions -showExtrudeSliders 1; you should see Thickness, Offset & Divisions pop up next to the tool
i actually thought about this for something today. i was wondering if it were possible to shoot at something (say an oil drum.. to be generic), and the drum gets deformed after you shoot it. i was gonna give it ago at some material and scripting for that but got caught up in something else. generally i think it is…