Nope not just yet! I'd definitely at least correct the lighting to suit the concept more... right now it's pretty dull with that white LED light style setup. But hey, bravo... seems like you nailed this pretty close to the concept. Good work (Y)
Hey Per128, yeah I forgot to add the y split to the ear, and I will check out more of what you are saying. Shotgun: Yeah, where in the hell have you been? Start getting around here more man, and thanks for the comments! Spark
Hey Polycounters! Im currently in Germany, and my keyboard keeps replacing y with z :) but I'm doing fine! I just uploaded a load of pictures, and some reference pictures as well. don't know if they'll be usefull to some though. Kind regards, Ilja
this is working great ! May I suggest to have a left-handed support? Like being able to press "Y" instead of "left" to zoom? Or are you planning to assign fonction to these buttons? :) Had some problems when saving the texture as png, but it's working perfectly with bmp !
Seen the whole first season (praying there will be a second)... quite simply the best sci-fi I`ve ever seen, though not particularly `sci-fi-y`, and I`m not a big sci-fi fan. Gets really grim late in the season. Awesome.
Actually the right click split poly functionality is a new feature to Maya6, it's not a secret it's in the what's new section of Maya6 help. As mentioned above if you use "y" it accepts your split and leaves you in the active tool, same thing just a different button.
Hey folks, Has anyone tried facial animation on a 3d model by using a webcam? I'm not looking for Naughty Dog level facial animation, it's just for previz-y type stuff. Any programs/hardware/workflows you guys have used I'd be very interested in learning about it. Thanks!
In max is there a script/way to add a handle at 45 degrees to the move select tool? In 2d orthographic view this would mean a 45 degree angle pointer arrow in addition to the normal x/y/z handles and maybe in the 3d view an angle pointer in all the 45 degree planes. Is this possible in max?
Thanks guys. I've been wanting to update WW for Source 2 ever since CSGO jumped to S2. I'd been working on it over the weekends for the last 2 years, but now that I'm not at Autodesk anymore, I've taken the opportunity to use the time to finally finish this work. I can now finally work on a project I was working on for CS…
Could be one of two things: Maya is changing the color space of the normal map texture when applying. (Change color setting on the file node to Raw to fix) The program you are viewing your model in has a different Y direction than the baker. (Usually fixed by inverting green channel in texture)