EDIT! Sorry it was my fault! When I load your new code into a new Maxscript and hit "evaluate all" it works perfectly! (In my macroscript I trimmed off the function declaration and it's execution, thus there was no object given to the function) Now how to put this into a macroscript and make it undo-able.
This is looking pretty dang awesome. Bioshock is one of my all-time favs and you've definitely done it justice. Have you thought about adding a trim piece where the floor tile meets the foreground staircase wall? That area in general looks like it could use something to tie it in.
You can uv the base mesh so that the trim border is a continuous tiling strip. When you use noisemaker to create the pattern, make sure you set it to use UVs instead of the default 3d projection. I went crazy with noisemaker using this technique on the bread basket below :
Recently came back from vacation so I didn't have much time to add to this scene. I finished block out and am currently bringing everything into unreal to make sure scales and composition are looking good. I will be starting trim sheet and some tileable textures next.
Ahh that sucks =/ I hope everyone lands on their feet. Sounds a bit like the typical trimming of staff after a title ships? If its something they knew would happen why don't they fill those seats with contracts? I can think of a few reasons but not may of them are very ethical =/
Agreed: either alpha map it, or if you must have the detail in high poly use something like illustrator to create the flat lace shape. Import the curves into maya and create one or more nurbs trim surfaces, then deform those surfaces with an FFD or other deformer to match to the body shape.
That is a great looking boat dude! Glad you decided to stop lurking and post it. My only 2 suggestions would be to add some kind of trim around the cabin windows since at the moment they are very raw and unfinished. And then work on getting some nasty barnacles and algae around the bottom of the hull.
Well you don't need to do that then, I can see in the reference that what you have is correct, but you should take some of things that make the building stick out in the pic. For example the top trim pieces and the little bits that are sticking out from the sides that add a neat silhouette.
clean too clean, please add decal layer for extra non-cleaness plus some of youre trim peices woulb be better off normal mapped even if you still add geom for the sillohette, HP-LP will give some free AA and help with fizziness of parrellel lines
looks cool man, I'd consider trimming off or joining up the floaty bits that arent connected in the alpha. it always looks weird if you get up close and theres some floating leaves/specks edit: thats only really noticable in the last pic btw most are spot on