In the main menu there is a Keyboard Shortcut Override button. Try turning that on and see if they start working again. It looks like a key with an up arrow on it. Or on older versions of Max it has a T. This turns on sub menu shortcuts and overrides the main shortcut. You might need to unbind it from another spot so its…
It was a bit more than 1/4th in our first year; the second quarter was mostly NURBS (as with you), but the 4th quarter was so largely too. I absolutely hated NURBS - there's not much flexibility, you have to outline your way of creation before you make the actual object, while I like to flip a poly here, add something…
[ QUOTE ] 1) I can't model to save my life. [/ QUOTE ] That's 'cause you haven't learned, honestly, no one starts out painting mona lisa's :P [ QUOTE ] 2) Why couldn't one of those go into a game? [/ QUOTE ] They look a couple hundred thousand polygons too high. That, and I doubt their hair is polygonal... could be though.…
Traditional English grammar would require the -ie substitution for the plural of a noun ending in -y, but poly as we use it is atypical. Basically, it's not really a word as far as the 'official' language goes; it's generally a prefix. You won't find the word poly itself as a noun in the dictionary, but rather just the…
Well, you could have used modo's displacement sculpting tools for that. In modo you can UV map the hipoly surface to be detailed and pretty much paint a realtime displacement map that will add whatever bumps you paint without the need to have a high density mesh. You can also paint the shapes in photoshop in grayscales and…
Evening folks. Just a wee heads up on a UV mapping proposal I've posted on the Silo forums. I'm not posting this to get people to jump in and support me, but to point out any flaws or anything that I missed. There is no need to join there if you are not a member, just post any response here if you do feel inclined. I'll…
Hi Mehdi, looking good! :) For the retopo, you should first decide the polygon budget your aiming to. This depends on what you want to practice on. So for example a big console game can go as high as 300k per "hero" character (with hair cards and high definition faces) while a mobile/esport will be much more conservative…
I have had a hard time getting myself to move onto the texturing stage. I have no problems painting models, but making tiling stylized textures requires a very different part of my brain, and its not much fun, if that makes any sense. Anyway I know this is a really bad first look, but I would like help. I used planar…
Agree with the chin, it makes a tight specular spot and I don't like that. The ears are not even merged with the head, I just added them to have a better look, of course they won't stay like that, she's not posed yet. And the clothes are separated in pieces. Same for the hair, I said it was a placeholder just to see how it…
Hello Sorry for this bad overpaint...:poly124: Try to keep the amout of polygons according with the required silhouete. In your model there are some flat parts with a lot of loops (2), the top of the head with a large courvature with 3 loops from de side view (1) and from the front view a lot of loops (4) Also there a lot…