If you want a hi-res screengrab directly from Max viewport, you might want to try the GrabViewport script by Leslie Vandenbroek. Download it from Xoliul's website under the Download section. You can input the resolution manually compare to the default screengrab which depends on your viewport size. _Revel
With this kind of project, you're usually given the script and have to design the animation around it. The audio files arrive at some point, and you have to ensure that your animations match up. It's actually like that in games, as well - the voices are recorded long before the game's art has progressed past the rough…
Good call. I just did a test and I seem to have eliminated the seam. Now my next issue is lining up these UV shells. Is there a better way to do this than to adjust each shell meticulously? I know Morten used a script for this, but I can't seem to find it. Any ideas?
Does the script editor give you any helpful information? Maya's subdivision surfaces are kind of icky, any reason you're not just using Smooth Mesh preview/convert for this barrel? On second glance, your polygons look rounded anyway, is it already a sub-d shape, or are you actively in smooth preview?
i have a lot of embedded images not show up here on the computer. i suspect it's due to my java script and ad blockers or perhaps some browser preference. polycount threads can look quite different indeed when viewed on the phone. web-linked content all seems fine though.
I ended up writing my own A* pathfinding script in Unity that loads Navmeshes through XML, and a Navmesh XML exporter for modo. This was the page that made sense to me. Once I had the grid version written up, converting it to use arbitrary convex ngons was pretty easy. www.policyalmanac.org/games/aStarTutorial.htm
Ah. I use Marmoset and UDK. But I was wondering if there was some difference in using a viewport, engine, or ray style renderer in terms of portfolio or display purposes. Unfortunately, I don't know max. I'm a Maya guy, through and through. But I've been very impressed with some of the tools and scripts Max has.
@Mark Dygert: Thanks! That helped me a lot. And the Link is great. Exactly what I was looking for.. This sheds more light to it. Unfortunately Red9 doesnt seems to work with MayaLT. The LT Version just supports Mel Scripts and no external Plug-ins. @RN: Thanks. No I know more. Great tips for Blender
For any potential google searchers, I fixed the ray misses, you were right about Max glitching out, Eric, thank you. I exported into a new 3ds max scene through .OBJ and got a perfect bake. I'll go run your Uber Vert Count script now.
Thanks guys! @Kaine123 - I used a 3ds max script for the welding. Check it out - http://jokermartini.com/welder/ @Pedro - haha yea i agree. I've never held or fired one, but I can't imagine it being comfortable. Then again, the whole gun is sorta weird and silly in terms of design :D