I like the x-men version but this can work too. The hair is much trickier...definitely need more variation in the beard and add more polys to smooth the shape more. also, those strands hanging down appear very unnatural at the moment. Looking forward to the next pass!
Did it light correctly before you applied the shader? Anyway, try the usual max-tricks. Reset x-form (tools tab), convert to edit mesh and back, attach a box and delete it. Oh, and check that your normalmap is correct (no channels flipped) and that your normals are pointing outwards.
yeah , people have some 3dsmax/fbx related probs, but not specifically what I am looking for. I don't really want to use x at the stage, fbx is what I am used to. Hopefully its not a painful workaround as want to keep the export process as simple as possible
If I opened up x-normal and it looked like shrike's I would literally shit my pants. I absolutely hate the layout that xnormal has mostly because of the gigantic buttons and unused space it takes on my screen. That said.. Its free so... i can't complain too much.
Hello! I'm part of Zephyr Workshop a tabletop board game company, we're preparing for our Kickstarter in Q1 of 2016 and we're looking for a Board Illustrator! Over the last 3 years we created a super cool game called A.E.G.I.S.: Combining Robot Strategy Game. In A.E.G.I.S. you build a team of 5 robots to destroy your…
Here is my problem: I need to find a reliable photo sharing program for our graphics department that can be used across a network of computers.Take into consideration we have both PC and Mac users in our office, with the only place to store data is on a mac x-serve or SAN from what am told. Here is my problem: I need to…
So, I normally model all of my objects in a T pose. Recently, I have created a robot and needed the joints to line up with the pivot points of the connectors. In doing this the IK was not working as it should because it couldn't calculate properly without a bend. So, I unbound (removed all my weights) and manually rotated…
This is my first time exporting from maya into UDK. I have tried many things and I feel like I'm out of options. I am using maya 2010 64 bit and the actor x 2010 x64 plug-in. Here is what I've tried. - I have removed normal information in the mesh and export - I have averaged the normals and export - I have set the normal…
Hi everyone! I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected…
I finally got tired of waiting for someone responsible to do something about this. ***WARNING*** artist writing code - prepare for your computer to be irreversibly damaged. If you have ever tried bringing vertex colors in from Blender - you will quickly run into the issue of no vertex alpha - until now! This is a two part…