In default Max, there's a little button down in the bottom left of the Unwrap UVW window which toggles the coordinate entry between "Absolute" and "Relative". Toggle this to Relative first (it's on Absolute by default), then select your UVs and type "1" into the little entry fields down in the bottom left, then hit Enter.…
Here's an update. I decided to go with her being some kind of futuristic cop/pilot as I'm going to make a vehicle for her as well which I have a quick design for already. I think I like the face on the left better It's actually the newer face unlike the text leads you to believe. I like the chest piece on the left as well…
On the left, behind the trees? Yeah I noticed that as well but am choosing to ignore it for now as I'm not sure what it could be or what to make of it for now. Mettigel: That grass is turning out to look really nice. I've never been able to do foliage very well at all. It looks like you're just using plane cards with a few…
paulsvoboda: thanks : ) I am keeping the scenecapture-actor for the floor, but the cubemap for the walls etc are baked of course. I klled alot of the reflections now, been tweaking lighting and shaders alot now that i am in the end-phase. Been populating the scene alot more with props now, adding some props here and there,…
Looking pretty good. Great job on the anatomy. Very close to the concept. I checked the concept out and it looks like the twin on the right does not have forearms. But I see you made a design change in your post so thats cool. I would just be careful with where the arms lay. Right now the right side twin's left arm is…
Is this a high poly base? You have too many segments along the curve. You could make it with fewer segments, and those holes can be a simple square with four sides that will become round when smoothing is applied. The topology around the holes right now is less than optimal and will look terrible when smoothed. Also all…
The reason i didnt pack it into the lower left quadrant is because ive been told to scale up certain UVs so that the resolution of the texture will be higher once applied, and if it were too scaled down it'd come out muddy. also the lower left quadrant and lower right are both separate objects. If all the UVs were packed…
Thanks. I think this is a solid start. The muscles look a bit blobby and unrefined, as do some of the bones. It would help to have some sharper & finer treatment. The eyeball on the left seems out of place. It's all skeletal on the left, but you seem to be presenting the eye as a bone? Presentation is too low-key in my…
The image is just double height with both states in it. In this example, it's side by side rather than stacked on top, but the principal's the same. http://www.hull-breach.com/Talon/img/menu_title.png The normal state sets the link to be 162px wide, so you can only see the first half of the image (the other half being…
so I took some of Sectaurs advice and edited as much of my texture as i could before i really needed to head to bed. It's only the start but I think i got the hang of it and am heading in the right direction. Sect if you could reply back and give me thumbs up or down, that would rock I'm taking way to long on finishing…