I think i just read one of the best movie scripts. I can really hear him. Its always the same shit... Besides its a good story in my opinion with lots of up and downs asd we know them from life, It was fun to read, cause he wrote quite well. If you have the time, read it
Even easier: Select mesh & bone you want to add. Under the skin menu is "Add influence", choose that with the option box and make sure to choose "lock weights" or somwething - to ensure it just adds the bone & doesn't auto weight it. Unfortunately it only works one bone at a time, something I fixed a long time ago with a…
No, Core is available at the moment to those you have bought into the 'hardcore' membership and Newtek are taking there input and suggestions. Basically there re-writing lightwave with a node-based architecture, python scripting, QT interface and its based on Collada as its default file format. The UI at the top is done by…
Well unless I'd missed it, your OP doesn't mention actual in-game deployment of your work so do you have any examples where your own original scripts/shaders/tools...etc were implemented in a fully fleshed out game? In my opinion is what (..I'm not a tech artist BTW) "additional work samples" means.
nearly all models of our demo games were made in Cinema4D, friend uses it extensively, also wrote the exporter. Modelling work seems okay (no animation stuff so, as that is a bit weak). And he had to code his own UV tools and some other "lowpoly" oriented scripts, some of which can be found at our website under "ArtTools".
Could you use the ePoly script function which gets geometry verts based on a uv vert ID? That way you can just go through the entire set of UVW verts, get the related geometric vert for each one, and discard it if it already exists. Can't remember the exact command, I think it's in polyOp, or might even be an unwrapUVW…
i saw that you posted on the zbrush central forums.. but you posted it in the z scripting forums.. probably not the best place and i see how your question might not get answered there.. i would try putting it in the help troubleshooting forum.. i usually get my questions answered in a few hours... here…
nah its just that if you do strongly twisted quads, on export they can very easily be triangulated in the other way that what you had in mind. If I leave quads in, I personally always go over the most important areas of my models, face by face, and run a make planer script each time. It makes for very elegant meshes.
Eric has really good advice, that is pretty much the standard way of dealing with that kind of extrude. Oglu has an interesting idea with floating geo, that can work too. If you're looking to cover up the seam with welds, you might want to check out this script https://www.youtube.com/watch?v=Mt1Bq-J27O4 Download link:…
[ QUOTE ] Rules I've learned to check... [*]Same bitmap has to be in Diffuse and Opacity. [*]Opacity bitmap has to set Mono Channel Output = Alpha. [*]Show Map In Viewport has to be on at the material level. [*]Viewport Config > Rendering Method > Transparency = Best. [*]Can't see transparency if using Shade Selected…