Heya! Great work so far! I really like the concept too. In terms of adhering to it, I see some differences in proportions, but I actually prefer your rendition for 3D. The super skinny legs and small helmet / head are more stylized in the concept art, whereas yours feels more grounded in reality. On the modelling side,…
that's odd, attaching objects in max should maintain the original objects vert order, its the object that's being attached that'll have them re-arranged (can't have multiples of the same number vert after all).
I mean scaling both the mesh and the skeleton object (in whatever mode allows you to push around the various objects like models, lights, cameras, etc). Or does MAX handle the skeleton as part of the model object?
Hey I'm stuck again. I used conform and it worked fine, but this one object doesn't. It just moves the whole object down to the center of my "wrap-to" object..... any ideas?
I hate to convert to editable poly every time I create an object. Is there a way to create editable polys upon object creation? (Just like you can disable backface cull upon object creation)? and a few noob questions hehe: 1)what is a null? 2)what is a normal? (as in edit normals)
Hey I have a few hundred objects in my scene, and i want to find out what the highest UV Channel number there is in a selection of objects. I know you can look in channel info, but when you have a lot of objects, it gets messy to find it. Cheers Cody
Anyone know how / if you can bring in multiple objects as stated on Duplicate Along Path's script page? Selecting multiple objects then clicking the Object button only brings in one (Maya 2022).
You should add brighter highlights on the focal point, If you don't want too much contrast, I feel adding a subtle highlight will help. For the first image you should blur the highlight on the ridge on the cliff as it is too uniformly crisp f(upclose can be crisp like that, but atmospheric perspective should blur it a bit.…
Thanks for posting Feanix, I sort of figured It out, took all day but It's fine and done. If you ever model a separate object and have no way out I did this with a head and body, though the base mesh had a placement for head details but oddness happened and I decided to make a separate object and test head that I liked too…
1. Depending on the complexity of the weapon bone(s) you might want to use one of biped's "Prop Bones" or "extras" instead of a separate max object/bone. Biped Menu > Figure Mode > Structure > check on Prop1. It will be easier if its all handled within biped but if you need to use max objects/bones then you can do the…