Hi Pjotrh, try to not concentrate on details right now and see the basic blocking of it. As of now it's looking a little bit like a fork. Try to exaggerate the arc of the fingers a little bit more, both on the base and the tip.
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Coming along nicely. Character proportions are pretty solid. It will be a fun character to animate. Do you have more of a plot/arc/ending fleshed out, ir have you just jumped right into modeling?
The arms - especially the upper arms - seem a bit puffy. The arms of a t-rex, iirc, were roughly the size of a man's arms; they were almost vestigial (and paleontologists still can't agree how they were used).
A new piece of concept from Don at Dark Animal Studio. This shows a more upbeat central district. The massive disparity between the rich and the poor will be highlighted in our game and will be showcased in several mission and story arcs.
IIRC Bodypaint had a way to assign a bunch of different effects to one brush, so it could be painting diffuse + reflection + bump all at once. I wonder if something like that could be done, except with Clone?
Alpha blend works like this in most game engines. There will be sorting problems. Unless you use a technique like alpha-to-coverage (Marmoset supports this IIRC). Some possible solutions: http://wiki.polycount.com/TransparencyMap#Sorting_Problems
It's pretty straightforward if all you want is the transform. There's an example of an ascii format (.ASE) exporter in the maxscript docs iirc so I'd say just have a go at it and post back here if you get stuck.
IIRC, Foyok did such a thing, and he had access to the source code, since it's easier to manage a dynamic solution like that on the fly rather then through Kismet or Materials. BTW, what solution base are you looking for?
found this link, but its probably not worth the effort unless its a really important file http://www.corrupteddatarecovery.com/Repair/ZBrush-ZTool-Native-File-%28Pixologic,-Inc.%29-File-Repair-ZTL-Data-Conversion.asp