I seriously can't see the harm in having a turbosmooth modifier on a WIP model. although I should fix the face since as you said the eyes are too sharp in comparison to the rest of the face
I don't know but you will probably want to start by changing the text color to white. Other than that, you can change the angle of the camera if you go to the modifier panel with the camera selected.
Here are some update of my progress sofar. Just done with highpoly sculpt, got to do retopo and texture next . I did modify the concept abit to make it look more interesting.
I've got a buddy like that. We haven't played in about ten years, but he still knows dice roll hit modifiers from behind cover for just about any weapon.
Its a good habit to get into to, set up the projection modifier after exploding the mesh then under project go to export. It should created a new mesh of the cage, then export that cage and import it in xnormal
Added a few props and modified some textures. I keep finding myself playing around with the lighting, shadows etc. Still working on it. Any suggestions? advice? This is where I am currently at:
If you want to deform the mesh in Max then use the Path Deform (WSM) modifier. It always helps to specify which application you're asking for help with since otherwise people can't answer appropriately.
Sweet, that works. Now I just need to figure out a script so that it'll automatically change the subdivision preview divisions and modify -> convert smooth preview mesh to polygons all at once.
Iirc, you can disable the bones in Max, then make sure they're not referenced by a Skin modifier, which tells the exporter to export them as bones. You could also try Fbx, or GoZ.
and the background pic is used only because of the colors....if i wanted it green i would've used another pic...and again ...its completly painted over and modified so there is no trace of using a picture....