hmm i tried that Eric and it doesn't seem to work. For example I choose bip01 as the biped selection and my extra translation bone as a the source. All that seems to happen is that the bip root is moved to teh same position as the translate bones
Yuppers. Freelancers generally get paid 3-5x the amount that in-house artists do. Since they don't get benefits, 401k, etc, they need the extra compensation. I've never heard of that book, Eric, but it looks like a great tool.
great example eric, how do i turn the sampling to point filtering? *while im already on the problem subject, is there a way to reset the hypershade, seems like have messed up the windows, worked in max too long ^^; *nevermind that*
yeah..i've learned my lesson eric :P I was tryna think on my feet here, i should have anticipated how quickly you guys would disect every word. So any takers? -R
hey ji styles an artist i work with, eric chadwick, sent me a link to your shader you made. great stuff, thanks for sharing it. i did a screen caps of some of my work using your shader.
Agree With Eric on this, and also wrote it somewhere above that the roots are very nooisy =) I am no concept artist or 2D artist, but something like this, With a sign more "Handmade". And also, make your sign rotated more toward the gate then my shitty attempt!
Cheers Eric but I've got that stuff referenced in already - especially Brian Tindall's excellent stuff. I'm really after something a bit more specific to games. Ways to keep the self-intersection looking decent when the thigh is raised up, etc...
Thanks Eric. I tried Pack UVs with Rescale Clusters active but hasn't removed the problem. I thought it might be a perspective issue with my viewport but here is a sample using the right viewport, which I believe is orthographic, and the problem is still evident.
Hi Eric, I saw that tutorial but we can only use a plane on our game so more complex geometry is unfortunately not an option. I am just trying to do the best that we can have on a flat plane. Regards Peter
Hi Eric, I think I need to re-think my workflow. looks to me I just need to use boxes from the start and make them bones. Instead of trying to convert my max bones into boxes. Thanks for help.