thanks guys, I have changed the face proportions a little bit. I solved the most part of the problem with the normal map and I added the shield and started the texture. It's only a base and I wanna try to add the details to the normal map using the photoshop plugin.
Well I pluged in the tangent normal now, and I had to set the normal to soft. But in certain areas, the sharp edge still shows up. Does that mean that smooth is the only way to solve this problem? Is there another way around this without increasing my polygon count?
1) tomatoes wouldn't be considered edible until used in recipes. 2) Pineapple would be outlawed from use on pizzas 3) The world's (well, mostly US really) obesity problems would be solved when anyone obese would be sentenced to rehabilitation diets and exercise.
Just an FYI guys. Sometimes the European drivers from Wacom are newer/better than the North American versions. So if you're having trouble with the NA ones try the Europe ones. Once I switched over to the EU versions it solved quite a few quirks.
All three questions are solved the best by reading the help file. Yeah, it's a lot of text to read, but it goes pretty fast. There are a few gotchas about setting up a net render, and in your case they're probably all covered in there. Troubleshooting Guide too! It's pretty comprehensive.
Unfortunately Mix won't do both light and dark, unless you do a complex nest, using the Output spinners to modulate them. Yuck. There are actually two plugins to solve it: http://www.maxplugins.de/max7.php?search=scianacomp or http://www.morphographic.com/Diversions/MaxPlugins/Diversions_3DMAXPluginsCompositeMode.htm
Hi - thank you for your reply. Apologies for the lateness of this reply! I managed to solve it. The bolts were exactly in the same place but with a combination of making the cage a bit bigger and painting the skew I managed to fix it. Thank you once again for your reply/tips/advice. :-)
Looove me some RizomUV threads in Polycount. Wish I saw more of them, since usually nice tips and knowledge come out of them. Set the Pre Orientation to Off - click the " / " button here: Then try packing again. This should solve your problems, right?
Aware of this, and indeed IK is how I was getting the FK positions to keyframe. The point of all this was to try to get this to FK-only, but I've solved it now in any case. I see that my post said that "use of FK" wasn't a valid answer, but it should have said "IK".
lol i managed to fix it once but now i'm back to this problem. what u said didn't actually work. And to be honest i dont know what i did to solve it but this happens almost all the time when i export an FBX ot marmoset with animation.