"workout 1980" http://creative.gettyimages.com/source/frontdoor/defaultfilm.aspx (You might also try individual years) A couple other places I'd try... http://www.corbismotion.com/home.aspx http://www.altavista.com/video/default Is this going to be anything like your geat overweight-jogger model? I'd buy _that_ for a…
Moose, you can set up Max's UVW Editor move/rotate/scale hotkeys to be the same as the viewport controls. Just look in the keyboard shortcut editor. Although I don't understand why they don't set them as default... still, it's a matter of moments to fix this oversight, then all is good again
whoa thanks alot! Just tested it and it works perfectly, makes you wonder why the hell Maya doesnt do this by default in the first place -.- so true pior Just checked out the other scripts, that image plane one seems to be quite handy as well, thanks alot again :p
We just sent in my wife's gateway for service and they had that as part of their form also. My wife had one checking that she backed up data, and another one allowing them to reinstall her default system if necessary (we didn't check that since she had a motherboard issue).
Self-illum by default in Max's Blinn shader is set to only use grayscale values. Check the Color checkbox in the Blinn Basic Params rollout to switch it to use color values. Also, Self-illum is additive to your diffuse, so either make diffuse black there, or use it overbright if you like.
There are a lot of "Under Construction" bits - ditch them. Either get the content on now, or remove the links to them. The about me page has no side margins, so with my default window size the longest line stretches out to 44 words. Thats unreadable. Make it the same width as your header.
Look into blueprint scripting. It will really open up a lot of opportunities. Even though Unreal had a decent toolset by default, it highly relies on blueprints. So if you find some missing tool or feature, sometimes you are better making your own and you really can. If it doesn't exist already on the marketplace.
If I understand correctly, you are moving the feet themselfs? You should not do this. Below the feet are helpers (I think they are called platforms by default). These are the ones you should be moving/rotating. Otherwise you get some funny stuff indeed. If you were moving the platforms all along, please ingnore this. :)
Those shortcuts work outside of freeform mode also, with just the scale tool selected. There was one release of 3dsmax (I think it was 2012) when they switched the default behavior of the scale tool to non-uniform scale and everyone went nuts and they patched it a few days later putting it back to the way Pac posted.
If you're using unity4 your best bet would to use a reflective shader w/cube map. Unity 5, the standard shader should work with the default exported maps. edit: if you're still on unity 4 i'd highly recommend grabbing marmoset skyshop as the results are very close to the 3do viewer