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i took my car out to the track this weekend at the Texas World Speedway, an old NASCAR and road course. had a ton of fun and learned a bunch. more pics to come, but i wanted to at least get one up there tonight before i passed out, which i'm off to do now, cyas.
I'm wondering if anyone knows if there is a 3ds max script to do this. Basically, the problem I have is I have this super complicated mesh that has uvs off the 1to1 space. There is like 12x12 tiles off uv space so all 100 and some spaces have there own textures. I don't have the original files and it would take forever to…
Working on a sawed-off shotgun from this concept. If anybody knows the name of the original artist, please please let me know so I can give proper credit. As always, all critique is very welcome
Hello Everyone I have this two pieces of codes for turn on and off an arm in my rig: //// select -r Jack:jack_ac_lf_elbowIK Jack:jack_ac_lf_index0 Jack:jack_ac_lf_index2 Jack:jack_ac_lf_index1 Jack:jack_ac_lf_index3 Jack:jack_ac_lf_middle1 Jack:jack_ac_lf_middle0 Jack:jack_ac_lf_middle2 Jack:jack_ac_lf_middle3…
In this context I'd absolutely encourage investigating ways to reduce tiling with small textures as Eric suggests. learning these techniques pays off in all sorts of ways (i recommend mocking it up in photoshop/designer, then figuring out the maths later btw). but That particular example.. not sure I'd recommend it…
So I'm doing a little project for my portfolio while off school. I decided to do something somewhat straightforward as I've not modeled in about 3 months. This last semester I was learning Adobe Flash and such. Anyhow, I bases the model off a blueprint from The-Blueprints.com , and a few other pics of real or modeled…
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The basic mechanics of that Witcher technique are really cool. I've used the same/similar approaches for various ID related things in a few games - the huge benefit is that it's not subject to filtering and compression artefacting in the same way that texture based masking is. There are some considerations though if you're…