Dynamesh is for creating basemeshes, not for standard sculpting and preserving details. Unless you're working at an absolutely tiny scale where dynamesh @ 1024 would be cranking out a pitiful low amount of polygons, then by default the result is going to be a mesh with many millions of polygons at the first subdivision…
agree with the yellow, so i made it the default. i think the dude is done for now, next up is his weapon. to be sure i just made some more color variations. btw he hes ca. 3400 tris/verts 1024² gamerez textures applied here.
I believe this happens when you change the color depth for your monitor to less than 32bit. Updating drivers probably set it to 32 by default. Might be some game you´re playing that changes it and either crashes or just don´t revert it when you close it.
Hey Render, how does Headus compare to RoadKill ? I am always getting awesome results out of RK (launched from Maya) but never had the chance to compare it with other UV-specific tools besides Max's and Maya's default - I'd be curious to hear your thoughts on this.
Thanks heaps Ben, that trick worked perfectly. :) I went into the hotkeys and disabled 'Camera 2D Scale'. Then I set 'Zoom 2' to 'Ctrl+ Alt + RMB'. It functions exactly the same as the default keys, only without the annoying psychedelic camera distortion. Thanks very much sir!
regardless of who made the calls, kotick is always going to get the blame for everything. it's odd but I guess if people have to point fingers they default to him. I wonder if this would even have been a complaint among the gamer community if blizzard didn't have activision in their name. yeesh.
Take a snapshot of your path deformed object, then convert the snapshot to edit poly instead of the edit mesh it defaults to, then the path deform model can be placed in a hidden layer as a backup for later should you want to do similar again or a varient. Always good to have a backup! r.
Hah, have those always been there? :) I've been using the Haywood scripts for a long time and it fit the need well. They respect an UnWrap mod and otherwise jump to the foremost edit/able Poly)... fit the need well enough I even know those were in the default list.
Small Update. Added more lighting and decorative meshes. Video of default gameplay. [ame]http://www.youtube.com/watch?v=B1hguc78OtM[/ame] New Download Link: http://willc3d.com/files/UT3_CTF-Battery.zip Feeling confident and prepared for the Unearthly Challenge, so I will call this project complete.
Trying to load shaderfx .sfx file using maxscript, but max loads some sort of default instead. I can import my file manually from shaderfx editor so the .sfx file itself is not the problem it seems. Doesn't work even when I read the file into variable and assign it to .shaderfxgraph. Heck, I copied the whole thing into…