Sure no problem. I already had HL2 when I bought the Orange Box, to get HL2:EP1-2, HL2:Lost Coast, TF2 & Portal. It was a pretty sweet deal and a lot of people grabbed it because it got you into the TF2 beta a few weeks before it released. Any games you buy that you already have show up as gift-able. PM me if you're ever…
You can save some tris, but at the expense of overall quality, and texture resolution, which is much more important than saving tris in most cases. Remember that every area that is simply intersected instead of merged, is an area that's going to give you ugly aliasing. So the more you can merge, the more you can get the…
yea after reading some more into this I found some weirdness and solutions to it. the major being that for some reason when you have your project set to defered lighting, and shader model 2 and you export lets just say a box 2 smoothing groups and a normal map etc baked, and you export that as a FBX when it imports it in…
thanks Vailias. yea the tools is definitely very intuitive at least in my opinion. the couple examples i posted above were done in matter of hours. anything you can imagine you should be easily able to replicate, you just have to think in fabric seams and cutting patterns. think of it as reverse engineering UV shells into…
For straight up modeling work, there really shouldn't be a difference between a freelancer and an onsite artist. Both should be delivering you a clean, editable file in the studio's app of choice at the end of the day. If you have lax standards and people are just sending OBJs out of random apps, sure, that is a mess. But…
thanks for replay,guys.You have been very helpful. "Referencing a high poly mesh and doing simple edit/simple create/draw/loft and finally making a low poly mesh"This whole process is called topology? Is the following approach right?I make a very dense mesh in zbrush from concept.Then without using decimination master or…
Thanks guys for the quick feedback. Ace-Angel: is world based projection when you basically do box mapping on the fly in the shader? If that's the case that's not what I'm after. aivanov: yeah I've used that same technique many time before when dealing with cubemaps I had to crate from skydomes and vice-versa. I think for…
If the helmet was the only geometry within the "Editable Poly" object and you hid that element, then what you will need to do is click on "Select by name..." which should be along the top toolbar towards the left, right next to the "Select Object" icon. There will be a list of all unhidden objects in your scene, 1 of these…
Go into vertex mode (F9), select one of the verts you want to weld, go to your move manipulator (W), hold down V (hotkey to toggle snaps), and move the vert over the one you want to weld it to. Select both verts (if you go to display - heads up display - polycount, you'll get the nice numbers on the upper left that will…
You're still digging man, I'd just get out of the hole and leave this thread entirely. I think what people are saying is that whenever an animation thread comes up you dive in and say: 'OH HAI GUYZ I'M STUDYING ANIMASHUNS I WILL HELP THIS MAN OUT' And then start name-dropping respected animators just in the hope that…