Recently Ive started working on a school project where I am part of a modding team. I'm new to modding, I have however done various character models and animation for the web and broadcast. Ill be doing character modelling and animations for the project, no programming I dont know anything about that. I have been…
Hello again, thanks for all your input :) Yes, the intention was for the tree to have grown around the capsule after it had settled, rather than hitting the bulls-eye perfectly. I realise in hindsight that making one side of the tree thicker/denser as its source root would better communicate this, a la this image: I did…
Based on my experience, it seems like you'll notice a performance hit faster with the larger resolutions and fewer actors before you would with a ton of actors at 128 pixel resolution. But that's texture memory and not directly related to just the probes, I've just never had any other issues with them. DX11 has a limit of…
hey monster thanks that helped a lot !!! my code looks like this at the moment:rollout WalkcycleCreator "WalkcycleCreator" width:224 height:272( spinner TijdSpinner "Timespinner" pos:[10,30] type: #integer width:200 height:44 range: [12, 36, 12] slider TypeSlider "small - normal - cartoony" pos:[20,100] width:200…
I don't play TF2... actually I don't have a truly favorite game I play all the time. I was heavily into StarCraft for a short time (before realizing that not only do I suck, but I will always suck when playing online unless I play the game 24/7 like they do). I do love Portal, but that game doesn't have much replay value.…
Hi! The absence from the forum the last couple of weeks have been due to holidays, travels and such, I´ve really tried to be here as much as I could and appologize for anyone that had to wait for an answer! 1.8 Have had some issues from some user and some bugs that have affected everybody, but far from everybody are having…
The road wheels really seem to be eating up an excessive number of polygons. I'd leave the top of the cylinders as solid, with the normal map supplying the more complex geometry. Depending on the final scene, you can probably limit them to cylinders with 8 or at most 12 sides, rather than the 20 you are currently using.…
I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…
Hello. The MaxScript documentation has a section precisely on this (in item "Finding the corresponding vertices"): http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/files/GUID-CBBA20AD-F7D5-46BC-9F5E-5EDA109F9CF-1078.htm#GUID-0D91093D-1C6E-450F-A694-D43942DE9549 Then using the following: -…
OK, this one is kind of general and long winded, but it took me a while to figure out. Would be happy to know of a better way for sure! When importing hard edge graphics such as a vector file into PS, don't use the import dialog to resize smaller and import the file. This will use PS normal default sampling AFAIK, and…