His movies are always laughably bad, which I'll have to say I think he's the only person in hollywood who can do this for me. Theres a lot of bad movies people get kicks out of, but I just find them unentertaining and bad, but Emmerich really pushes the entertainment/aweful budget to make it interesting. On a side note,…
Hey i said i dont worry about them being too bad for studying :( The main reason why my grades are so bad this year is because i had bad priorities and the stuff we learned seemed useless to me so i never made much an effort. But im really passionate about gamedesign. i started with unreal engine 2 when i was 14 and since…
Switch from UV to UW Inthe UV editor and scale the UVs down. It's probably a good idea to move them to w=0 as well Max stores UVs in 3d space, w is redundant unless you are using 3d textures. This won't necessarily fix it - I don't use textools- but it's the most obvious cause of UV fuckery outside of having genuinely bad…
Is there a way to transfer vertex colors from mesh to mesh. Possibly a similar plugin like Slide Normal Thief where I just select a ref object and target. I was doing lods and didn't realize the Vertex Paint modifier doesn't transfer over your opacity settings when you duplicate objects (it just resets it to 100% opacity).…
The link feature is driven by the field that initially says "http...", which once filed gets a little Earth Globe icon acting as a button to open said link - and it works for local system links. Of course ideally it should just fill itself up automatically, but doing it manually isn't actually too bad at least for my own…
I would use bigger planes than that, currently it looks way too poly-heavy and you'd get lots of alpha overdraw in a game engine (which is generally bad). Use fewer, larger planes, don't necessarily keep them as perfect quads, you can often fit more detail into a texture and model that way. Also your texture gets very…
For a first attempt at Maya this is not bad at all! From looking at your model, id say you need to work on your topology, as you've got some meshes which are super dense when they don't need to be and some shapes which are so basic they could do with more detail.
@Eric Chadwick I have actually done that and, same thing, the unwrapp disappeared. I did not change anything with vertices or edges, just the smoothing groups. Do you think it would maybe work if I add an edit poly on top of the unwrap, and then another unwrap on top of that? Don't know if that's a bad idea or not.
One thing that makes me "ahh autodesk /head shake" (haha great) is the fact that 3DS doesn't memorize the right folder for every kind of asset you are loading. Strange. It did before I formatted my pc... -_- Too lazy to check why. Anyway, I managed to download PolyBoost, it seems a very powerful tool. Too bad it's a trial…
the industry is in a bad spot, thousands have been laid off so you're competing against senior AAA devs who are also having a tough time getting a job. If you want to tailor your portfolio towards getting hired, focusing and organizing is a good idea. I currently see characters and environments and a car; I would separate…