nice man. I like the first one more because it has a stronger silhouette. The second one doesn't make use of form changes as well. Really interested in how you solve the negative space between the turret and the floating rune stones.
I'm curious, how do you build a lowpoly for that? What I mean is, is that just a single contiguous mesh built with some retopo tool or do you just build a bunch of floating pieces that are just arranged together? Or perhaps a little of both?
The wav was .040091 secs over 10 sec, so I think the extra floating points were throwing maya off. I took the wav into audacity and squished it down to exactly 10 secs. Then it played perfectly. http://home.insightbb.com/~devroot/10sec.wav
I don't remember why it floats like that, I guess reactor is adding a shell around the mesh for collision, I'll tell ya if I figure it out. edit; found it in the utilities panel mess with the Col. Tolerance, seems to fix that right up
I've heard Digipen was more technical oriented as well.. I'll definitely float him that tidbit. And i'll have him browse around digital tutors as well. Maybe pick his brain as to which he wants to focus on.. games or movies :) Thanks!
I didn't use a cage when I baked it in XNormal. I used 0.1 offset. And I've tried most things I know when it comes to normals, but I can't fix it.. There are no floating vertises and there are no ngons. I'm really stumped here.
Roughness is a single float, you don't need a vector3 If you baked it as a diffuse you should probably leave the sRGB ticked as that's how it'll have been stored from the bake. We can't diagnose the problem without a picture.
Everything is installed. I've noticed that the crazy sensitivity to zooming and panning only occurs when the cursor is not floating over a mesh. Its really annoying. Anyone have any ideas? Did anyone ever experience this with older max versions?
Thanks man :) Next up is hopefully a courier (I've got a couple of ideas floating about). The thought of having to rig and animate it is making me nervous though! Might have to start looking for collaborators for that side of things I reckon.
Hey guys, I'm also trying this method but I can't find the "discard backface hits" option (just like in xnormal) so that floating geos won't cast shadows. Maybe you can help me out thanks.