I'm sure that'll mean no last gen backwards compatability like with the Gamecube/Wii/Wii U. It'll be nice though to have built in Smart TV functionality, Nintendo is kinda behind PS4/Xbone in terms of their consoles being a media center.
Allegorithmic's video stuff has been fantastic to get into the software with, but looking up a specific function later is a pain. Trying to remember which video it's in and where is very hard. The tutorials that I keep coming back to for years is text w/ good pictures.
Yep, one shell for each face in this case. Level Of Detail is a different thing, that refers to models being swapped out with similar silhouette but lower poly models as the camera gets further away. You're right in that LOD and Mipmaps are similar in their intended function
I use a suite of scripts called Ninja Dojo, which isn't free, but has a script for straightening UVs (which is what I meant to say in the first place). I believe nightshade UV editor also has a function like this, and it is free.
If you really wanted to do this in Maya, you could do it with render layers, but I'm not sure what functionality the Onion has beyond swapping textures. Just assign your objects to a different render layer and apply a new material over-ride.
I like a lot of the shapes you have going on in these EQ. The bottom sniper rifle is particularly appealing. I'm with KDR in that I don't know how that piston on the butt would function, but I'd keep it and just make it so that it works, but is still prevalent.
I haven't looked into it, but I don't think you can. The buttons in the default materials have extra functionality built in that isn't accessible through maxScript buttons, at least that I know of. Let us know if you do figure it out though.
his forearms look a bit short. and trying to keep realistic proportions doesn't mean he can't be a little stronger. his arms just look very weak to support a warrior lifestyle, let alone to match a body that can function in that armor.
I really like it, lovin those boots o' badassery. My concern is with the functionality of the design, how well can this character rotate his arms at the shoulder? Almost seems like his arms are restricted to little more than where they currently are.
Max and Maya seem to be the most consistently popular packages in my experience. Use Max, it's more functional than Maya (straight out of the box, anyway). Use Maya if you're an animator. That's how I see it anyway. Can I get a witness?