nice, i would suggest swapping the position of the car and the tree round, it would make a better focal point, and perhaps curving the whole scene around the camera more, would make it a touch more organic feeling its a too grid like in layout at the moment IMO
1- Loads up just fine in Zbrush for detailing... just be aware that the converted mesh will contain Triangles. 2- That is a display option that you can easily activate in the settings for that viewport. Click on the little gear icon in the top right corner and in the visibility tab activate show grid
The cobblestones are looking really nice. There does seem to be a light grid pattern appearing in the tiling though, not sure if you see that in the last image? Also, it would be great to get small hints of other colour in there, it seems all brown currently. Small crits though, it's looking good!
Or just hit F12 and write in exactly how much rotation and which axle you want it to rotate on. You can also rightclick on the snaptoggle button to open the Grid and Snap settings. Here you can define just how many degrees the snap strength should be.
MoP- there is an extra cost, not from lighting the environment, but from lighting players and props, if you want them to sit propperly you need to store lighting info into a light grid, or spherical harmonic or something else. at the cheapest in memory but at the cost of draw a fuck load of bounce lights
Howdy, I just thought I'd share a project I am working on. I have made Tiki Man with the aim of him being on handheld devices - so the triangle count is fairly low. I have a set target of 1,500 tris max. The concept I am working from is a draw over of a mishmash of pictures. I have tried to keep the geometry a simple as…
This is where haters start griping but this is purely a suggestion--I am trying to ramp up into designing guns again myself so I figured this would be a nice exercise, so I hope you don't mind. There's a history of these kinds of paintovers starting shit (Dfacto's SMG from DoD comes to mind) but this is not the intention.…
Near as I can tell its a scale issue from however you have it set up in Maya. That tool is scaled so large that it dwarves the floor grid and transpose wont even snap to the vertices. If I scale each subtool -100 five times each it works.
In this design process everything is 3ds max 2011, i make some experiments while i model the meshes for make more easy the work, and finally i found a not too fast system but very usefull, the cave is a suimply box grid with many extrudes plus "relax" modifier.
william21984, your video doesn't show the problems that Xformer solves. Not everything is on the grid, especially when you inherit other peoples' assets. Xformer aligns the local transform too, which you can certainly do using default tools, it just takes a lot more time.