I will probably modify it so you can see both tunnels.... I will probably use one normal map for few props. Rest of the detail will come from spec/gloss... at least thats the plan.
I don't know, mate. 100 quid is a bit crazy for something that can be pretty much achieved with the new Chamfer modifier. I might pass on this one. I expected it to be about 30, which is reasonable.
Ok! Sweet! So is there a way I could modify your scrip to make it work on my items? or would you suggest I simply make sure my items don't share the same name?
Run cycle will do for the time being. now, the attack animation: His regular "bow pipe" attack, only slightly modified. Still need to animate him settling down and going back to idle pose
The loop tools hidden in the Graphite toolbar have a circle thingy which works fairly well on edgeloops, though you lose some volume. The other option was to select your geometry and use the Spherify modifier.
I rigged it there is some clipping and I know its not done. But here are updates anyways. It looks a little bright to me though, Would changing the base colors be better than using a layer modifier such as levels?
Could you post a wireframe of the lp? Did you try to modify the UVs entirely? Then try also "resetting" the UVs by Normals>Set to face and then set the UV borders as hard edges and the other edges as "soft".
NURMS is basically the same as the smooth/smooth preview function in Maya. I haven't seen the tutorial myself, so unless he uses some specific option within that modifier in Max, then it should be the same in Maya.
Two options I can think of. You could modify a copy of the material to change the z order. Or, create a second camera parented to the primary camera and use another render layer with the z order adjusted.
I did a test with Max 2015, worked flawlessly for me. I had to add a Turn To Mesh modifier, to prevent the FBX UVs from freaking out. http://www.ericchadwick.com/examples/files/Box_Symmetry_2015.zip