Note also that using the inverted scale axis trick will also invert your normals if you freeze the transformations after, unless you combine them with something else before (like both sides of your geometry together).
If you have nothing confidential to show, I'd go with www.cghub.com. Easy to browse, easy to access and very professional community ! I'm personally planing to transform my website into a blog and just use cghub to showcase my portfolio.
personally i think people are best to avoid using in game material as reference, just follow the concept see what you can come up with, and where you can take the concept with its transformation to the 3d world.
Tried to pose with some lights (no rigging, hardcore transformation). No eyes here. And sorry, but I just had to do this. Made him some headphones - so he could enter the bay/hangar while listening to dubstep. :D
I simply drew a few blades of grass in a clump together but still separated and then painted and highlighted each one and just kept duplicating the layer, transforming, and placing. Heres some editing on the dirt Going to work on highlights now
Click the Texture Alignment Mode in the left bar, it's a "T" with four arrows around it. Then you can use all the transform tools on your texture to place it and stretch it properly to fit your bsp. Hope that's what you're asking for
Dude, if I had a Rapid Prototyper or 3D Printer, not only would my desk be soon COVERED in critters and things, but I'd also be custom-making my own Transformers - or at least TF heads for custom figs. :D
KDR, I guess that's because they wanted to reduce the # of transforms, right? Do you know how the nodraw feature works? Is it a per-triangle flag? Or do they use some other ID like verts weighted to named bones?
Try using Scene Transform axis with off center pivot point. just pan\orb your viewport around and place your pivot pretty much anywhere. doesn't work for all cases but for most it does . cheers!
why wouldn't you guys just apply/delete constraints to find the position/rotation etc.? if you're afraid of hijacking the animation you could just constrain a locator and store those transformations? is there another problem that could create?