Long since I've updated, mostly because I've focused on gameplay and scripting, but stuff have finally been happening in the art-department as well. I've baked better lights and added a bunch of props.
here is a small vid of the "game" ... plus some more work on the UI visual and scripting.. [ame=" https://www.youtube.com/watch?v=P8-V9KOyGgA&feature=plcp"]Space Game prototype - YouTube[/ame]
how did you do the sweat down the side of his face? Did you hand place every one of those planes on his chin/eyebrows or is there some sort of script to "paint" them on?
That is annoying, I'm working on a project that I'll have to spend 20 minutes making sure all of the correct edges are hardened. I'm surprised no one has come up with a script or something that avoids these issues.
I agree with Axi5. As a beginner you should learn to model these things first before using pre-built meshes. For both practice and experience. It's like the difference between a 'script-kiddie' and a real programmer.
Amazing work! BTW I found on some models weighted vertex normals technique. Maybe you used quadchamfer or any others script or it could be classic normals but it looks like more weighted.
cly_ prefix on my mel scripts. I think it's well known TA law using someone's established mel prefix is a punishable offense. cly_camelCase.mel : cly general cly_gpHungarianNotation : cly global procedures
as far as i know. no. you would have to manualy remove the edges, or use an auto quad script, but those just do their best guess. its never goina be what you originaly modeled
I think they only plan on releasing ddo for free, but you can still get the original version of ndo here http://eat3d.com/blog/metalliandy/ndo-normal-map-creation-script-photoshop
That r_fletch_r script is probably the best way to resize, but the Transform Toolbox is similar, and already built into Max (at least since 2010?). Here is a small sphere of random size that made match the 64 unit cube.