+1 000 000 That was such a horrible experience, I had edition with golden remote, I was waiting for it, I was hoping about it getting better then some moments in twilight princess and then... How it was possible after amazing Wind Waker and Twilight Princess to make such an average mediocre game?
Since there is no created data on the first renderable frame (frame 1 in this case) then no content will be rendered. You either need to slide your animation to frame 1 and export or change your frame range to begin on the frame the geometry is created (in this case) 2-120 for your cached export. We'll look into this…
Thanks for sharing your images Bunglo! That was very helpful. I get what you are saying about relocating outside of the 0,0 space, although what I was concerned about was stacking shells (or not) within the 0,0 space. In which case Eric's recommendation to compartmentalize makes a lot of sense! :]
There's nothing wrong with Monty Python though, it was actually a little goal of mine, so thanks I got the monty python comment before, so I'm glad it's noticable. And without textures, I don't know how to texture a model with a polycount of 10 000 000. Thanks!:D
yes, i agree that the polygonal detail is excessive on the hull. all those bolts are far better off normal-mapped, while those roadwheels could REALLY need a few more edges to help the shape. and nearly 60 000 tris... thats insane, even for a nextgen game. cut it down to 25 000 max, and you're in a safe zone, and add a few…
Hi, I've been trying to copy the alpha value of a selected vert in 3dsmax (via a tool UI) and I'm almost there but something isn't working how I expected. It seems that I need to get the index of that vert in its array and not its ID# ? Here is the code that I have so far for the "Copy Alpha" button; the variable "sV" is…
here's a custom status bar i use, has a scripted version of the tti that works with subobject selections. Currently needs work, has some bugs and i'm sure there's a lot of redundant code,but the functionality is there. Haven't spent much time on rotate or scale. Careful with selecting large amounts of edges or faces in a…
Avoid scaling. This will make you texture desity different. Scaling is the easiest way but not professional. Also it will make dozens of faces rendered but not visible. If you want to make a crazy-detailed cave on PS3 you need to avoid losing of polygons and I'm talking about 1 000 000 tris scenes.
Hi! I got an issues when I start in maya 2018 OS:win 10, I got this error when I try to start this plugin at script editor. here is the error: source "AMT Mesh Blend/MeshBlend.mel"; // Error: menuItem -label "90? -p AngleSwitch; // // Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line…
Are you using MatIDs and hiding MatIDs for the vertices? Are you in sub-object mode in the edit poly before applying the UVW unwrap? Is the vertex always in the 0,0 position? This was a bug in Max 9 and lower, where when you auto-unwrap it would sometimes jam the W value of the 0,0 vertex to near-infinity.