It is a nice start, with a great deal of personality. It seems very low poly, especially considering it is supposed to be a high poly model. Turbosmooth will certainly help at this point. I'm assuming you don't have access to zBrush/Mudbox, but modifying individual vertices with soft selection enabled should work well. His…
Okay, I took some more time to think about this and I have attempted to formulate what I'm not understanding: I understand that anytime you break your UVs your doubling the vertices along the resulting UV border edge so you can hold the two UV coordinates. I also understand that the tangents are derived, in part, from the…
sorry about that, I was not behind a computer - I had a similar trick used in some related issue with my texTools somewhere. But it seems that it does not contract the selection towards the outer edges the way you would usually expect it. Anyway since I like you I wrote a script for you- its not fast but it should do the…
Mmm...let's see For the black spots, i'm not really sure, cause i don't use Xnormal but 3dsmax itself for baking (a little slower in rendering, but quicker considering you just do everything in 1 application, anyway it's a matter of tastes). I can guess that the black spot is due to: (A) a problem with your low poly…
If you're using Euler try setting the keys to Linear (up top straight red line). Yep only quaternion with TCB values. Also you can "break" curve handles into by holding shift and dragging one of the handles. You can also click "custom" in the tangents box second red curve line from the left. Welcome to biped. This is…
Note that the XBox, like most machines now was running an actual GPU (Geforce3). The PS2 was a little bit different of a design, and it's ancient. It's running tech from the very-late 90s that is nothing like how stuff is structured today. I think the PS2 only did hardware accelerated triangle rasterising, while the…
hawken: agreed. with the composition a little more settled i'll likely very, very simply block in some background buildings. IronHawk: thanks for the continued comments and support. that tutorial looks great--i don't have max 9 installed on this machine right now, but i should be able to change that in a few days or so, at…
Both of you are quite correct. In fact we did use many extra edgeloops to help avoid seams in the normal maps, and a great deal of the UVW mapping is done with as few seams as possible. This DOES create some stretching but this is irrelevant to the normal maps, and since this is TF2, the diffuse maps can be so simple it's…
Hey Everyone, TL;DR : Bounding boxes are stuck on one of my models and when I collapse the modifiers into an editable poly the model gets messed up. I have been working on projects over break to build my portfolio. Unfortunately I ran into a problem and the issues just kept growing. It started when I was trying to adjust…
After receiving some feedback this is the updated walk with some added lighting and shadows and I used a checker board plane to spot any sliding feet. The vertical movements on the down poses have been toned down so she doesn't look stompy and a twist in the hip control was used to compensate for the long strides.…