Well. From the sound of the last few posts it sounds like this could be a war? I can't believe this thread derailed into WW2, Hitler and Heroshima territory. Ooops. I was mainly wondering what the motives behind these attacks were.....still wondering and have no idea. Maybe once again hindsight will tell us. I do…
Highly recommend the IPS panels from Korea, you find them plenty on Ebay Yamakasi Catleap and similar. They cost 100-200 less than the usual IPS but they use the same tech. Its a secret tip for some time now. Got mine for I think 350 euro, 27" S-IPS on 2560x1440 1:1000 375 cd/m2 Using the exact same panel as the 1000 euro…
Actually I can think of at least a few games that allow you to do that. Baldur's Gate 1/2 Fallout 1/2 (though I hear it differs between regions) Bioshock Dragon's Dogma Heart of Darkness and Limbo feature brutal deaths for the player characters Hell, in The Sims of all games you can set your kids on fire. When I was…
Working my way around to understanding face proportions. Here is a study I've done with a variety of heads and skulls, I wish to do this on a larger sample size and figure out the average measurements. I've learned that the Rule of thirds, Eyes half the face vertically, and ear hole divides the face horizontally are…
You can also assign a multi-sub material to your object in 3ds max and give each element of the model a different material id that matches the multi-sub material and render that in rtt. As long as the mat ids aren't touching each other just like what you would do with smoothing groups it will work and you'll get the…
@Shadownami92 - yes without fins(just shells) it's only good from about 45 degrees, working on moding the alpha with a view angle function for better multi angle layer blending @mat "What was your technique for making the hair?" the hair geo? maya paint effects is actually really powerful once you play with the params…
I'm on a 3D animation modeling program, and because I'm someone who's from a painting and illustration background, I didn't even know what edge loop is at first. Because of that I spend almost 12 hours Monday to Saturday sitting, mostly at the same desk, either in lectures or trying to catch up to the average class…
It seems to work better on my mac than the PC version. This is my updated process after showing peopl at work: 1. Use Optimize in max to rip out the unnecessary detail from the high poly - a tip I got for Ror. I saved this as mid poly.obj. (My high poly legs went from 1/2 million polygons to about 60,000) 2. I took a set…
Tulkamir, looks much better without the compression, I like both light rigs. There are two main factors when rendering that will cause the dreaded blurry texture in Maya. First I need to know if you are using Mentalray? If so open the place2d texture node in the hypershade and change the filtering from the default to mip…
There are scripts (or feature included by default in some softare), make different UV islands from hard edge or smoothing groups with 1 click. Like "flatten by smoothing groups" in 3ds max. It's faster than manually splitting edges (only on cylinders need to split, because they're 1 smoothing group)