I'm a little late to the party hopefully it hasn't turned into a feeding frenzy where everyone bags on the new kid, like the first page suggests... luv ya polycunts. This might seem insulting but, it fits, at least for me. Motivation & inspiration to artists, is the feather to Dumbo. At first, you really don't know how or…
dang thanks a ton for the kind words, everybody! :D Dylan: I'll definitely try and do some more gestural stuff, i think that's really useful to capturing the character itself (and getting some ideas for poses later on) Joe: you're a champ man, thanks for pointing that stuff out. Hopefully I addressed what you meant but…
In addition to using one's imagination to create horror and forcing him/her to relate with what's happening (meaning that the subject facing the horror in the movie or game is an average joe/jane), I think that a solid background story for evertyhing builds the horror up even more. If I made a horror game, I would concept…
Hi, I've got a question for you guys. I've done a lot of research, and haven't found what it is I'm looking for so I'm hoping you guys can aid me. Ever since I watched the following video (and related videos regarding face recognition motion capture), I've become increasingly interested in the idea of creating my own face…
First, assign a checker material to your object. It helps if you make it two shades of dark gray, rather than black and white, because you'll be able to see the face edges better. Then... 1. Apply an "Unwrap UVW" modifier. 2. Click the "Edit" button so you can see your UVs. 3. Go into Face sub-object mode. 4. Select the…
Max can display cubemaps in the viewport if you use the DDS cubemap format, and you use a DirectX shader. I was going to post an updated wiki page, but the server's crapping out. Here's the info, eventually I'll post it here in the wiki... ============================= A cubemap is six images that are mapped onto a cube.…
Thanks for the feedback and kind words Rocket Brian! I checked out your Spider Gwen model on your portfolio and its gorgeous! Love the stylized anatomy! :) I'm thinking of going more towards a stylized model, and agree that the face will definitely need some work to accomplish that. I'll be working on it some more today…
well allrighty. I think, at least for now, that I solved the problem. When I did my STL check, I had the wrong model selected. oops. It show me that I had a bunch of errors all over the faces of my model. This couldn't be right, because I had manually selected all my faces and assigned different groups to them. But when I…
This will only flip your normals if you freeze your -1 mesh before combining it with something else. I always have 2 sided lighting turned OFF in my perspective view port, so faces that are reversed/ flipped will be black. Just a side note, if you ever need to flip your normals you can do this under normal/ reverse. You…
I haven't had any problems with Doom3's normal map display, you just have to make sure whatever normal map generation method you use (nvidia filter, lights in your 3d software, max's normal map generation, whatever...) follows the same conventions as Doom3's renderer uses. These conventions are: Red channel - Black =…