that valkyrie didnt make it in is indeed very odd. maybe it's because it got bannered at pc and with all the rivalry!! :| who knows. probably not. well, preliminary congratulations to everyone though. now i'm rooting for neox' entry the most. :D
I think you're foliage transition from the grass to the dirt needs some blending and work, I would also be careful with clipping items such as the rocks and the roots from the ground as they can cause a harsh texture pop as well.
Ok, this idea started a while ago while slightly tipsy and seems to have taken root. The idea is a large cat mixed with mechanical parts, ie a bike. It is only in its early stages and so far ive only started major work on the legs but any C&C is welcome.
or unreal, if you want it realtime. vanilla xgen can be moved over to unreal using some scripts, interactive groom can export to alembic out of the box (but misses root UVs) or convert the hair to geo and render that in marmoset
When packing i get this error Error building KurskSummer.mod: C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2 Tools\AttributeEditorXML.exe failed with exit code -1. arguments --operation ModBinaryBurn --root
sorry, i fogot to give you the actual node http://dl.dropbox.com/u/1484680/GRP_SphereMapping.ms http://dl.dropbox.com/u/1484680/GRP_SphereMapping.sfx copy both files to 3ds Max root\Scripts\ShaderFX\Nodes and it should work
I got the tree down to about 8k with the root system and 7k without. Here is an update of all the current assets in place. Got one or two more trees to go then on to props like boat, barrels, sticks ect.
Update. I was supposed to contact the dev for a trial key. I placed in the trial key but it's not making a difference. The developers and I are currently looking for the root cause of the problem and investigation is ongoing. Thank you for your time. EDIT: Resolved.
Personally I think thats awful what your professor said to you, Heck my professors would never do that. I rooting for you and watching the progression of this thread intensely. BTW, goood job so far !!
Sounds like a material problem. Is the 48 showing up in the bitmap parameters? Try resetting the scene, then reset the material editor slots, and save maxstart.max in the Max root folder. Everytime you start Max it will use the settings in that file.