This looks pretty rad. The only thing I see is that with the amount of geometry you have I think you could definately give him a bit more form. Right now the mesh is looking a little on the smoothish side to me. Good work so far man.
freaking awesome! The animated transformers were intense! went with a few friends from work, and we all thought the movie was great, the comedy was hilarious. Definately going to see a second showing this week. Now I gotta get me a optimus toy for my desk at work
Thanks for the response. Checking off the Compress RLE fixed the problem with the alpha TGA. Increasing the shadow res definately made a difference but there are still noisy lines that run accross the model. Heres an image to explain what I mean better. http://img704.imageshack.us/i/headmarmoscreengrabcopy.jpg/
Pretty cool scene you have going on so far. I totally agree with the clouds. The shapes are fine just define them a bit more. The wood fence and the rest of the scene do not seem to match texturing-wise. I'd pick a middle ground and work that good.
Back when I started, using CGAL, all animation was defined by writting scripts, controlling the rotation and translation through time. I have a higher maths grade than most programmers I meet, though. Good fr funky material effects and particle systems.
nice detail work, he could easily be a animal muted by The THING! (see John Carpenters good movies) He is definately too confused to read well - for my tastes but I would certainly like to see you turn your hand to a more structured design
You're going to want to use Cloth to make morph targets, or attach some bones to the surface of the cloth. Define some key poses every couple frames, and loop it manually... there's no way for a sim to loop correctly, though it may be possible something in Max contains an override to fake it.
"Oh trust me, it's a bloody awesome place to live. God knows why you'd want to do otherwise. If I ever move back stateside, I'd definately move back to Irvine. It's not that far from Los Angeles, but far enough that it can have it's own chich
well yes, I'm just saying that I think its the render routine that handles the triangulation so the edges on non planar quads tend to shift based on the angle between verts, rather than having the internal edges fully defined but hidden from user input.
It won't look exactly like the cage? the defining feature of nurbs and, any kind of bspline, is that the control points don't sit on the surface. The cage sits off the surface because that's how the maths works. It's not a specialised instance. Most hard surface models in the game and VFX industry are done with subdivs.…