Talk about network traffic. It's STILL updating. Went from 400KB+/sec down to 40-80KB/sec The timer was 58minutes, 2hrs ago... And it's still only at 94%
I've been using the bevel shader in raytracing mode as demonstrated in the Marmoset Toolbag tutorial video showcasing what's new in Marmoset Toolbag 5. The process has worked wonderfully for a while to speed up making trim sheets for game assets, but for the past few days now it crashes showing the message the marmoset is…
milkshape loves the .smd format, so for anim sequences AND ref models, find a valve / Half-Life SMD exporter for MAX, then export your reference mesh and animations accordingly, then import in milkshape.
what game engine are you trying to get the models into? if its; source which im assuming you need a smd export than you need to write a qc and use source sdk to compile the smd's to a mdl for the game engine.
Looking good, keep it up. As for the length it really depends on perspective. In feature films typically people do about 5-10 seconds per week working 40hrs, sometimes less sometimes more. For this I would say a pro could do 10 seconds per week on this level of action someone a little less experienced 5 and someone just…
The golem smd files have more than 52 bones as well - you'll probably have to delete the bones you deleted in your main model's file for each of the smd files as well for it to work.