i've been working on his textures, just really basic, but here's a wip. i still tend to just make higher parts lighter than lower parts and make it look bad... gotta learn a lot! (turned off the default lightning to make it easier to see) even when in it early stages c&c's welcome!
So, just because I'm a little thick when it comes to these things, let me ask. This is basically the same thing as doing a raytrace render in Max by default, right? Only it uses the GPU instead of the CPU, which means it's a lot faster? Can you use this together with Render to Texture for fast AO bake within Max?
Go and look over in 2d/3d discussion. Raven have put up an awesome resource for creating mods, player models and animations. Judging by the quick skim read I gave it, animations are not restricted by any default player skeleton, and entirely new characters with their own animation sets can be added fairly easily. Go read!
Nice work so far! To get more definition on your textures, set their LODGroup parameter to either TEXTUREGROUP_Skybox or TEXTUREGROUP_UI. Although the texture will still have sorta nasty DXT compression, this way it will at least display at its natural resolution. UT3 textures with default settings only stream in up to…
i am led to believe almost everybody's development platform these days is the PC ;) , usually not related to the project's lead SKU at all. what you might have read is that they move towards multiplatform development (PS3, XB360) and perhaps their output used to be generated for playstation by default in prior projects and…
I don't know about that, the tactical transfers in Q4 are less than 1200 and the default marine is 1892. Great show, KDR. Maybe emphasize the front of the cheekbones, thicken the back of the hand just before the wrist. Maybe widen the nose. She actually looks like someone I know, so props on the life-likeness.
1. Press 8 (default hotkey) to toggle the Environment Settings window (otherwise go Rendering -> Environment) and change the Color swatch under the Background heading 2. Make a copy of the model (shift click once on it) and apply a Push modifier with a value of 0.01, then apply a black material to it with the Wireframe…
Ah, that's a pretty cool tip, Blaizer - I guess it's just faster than using the default NURMS subdivision, yeah? edit: Wait ... why do you need the extra Edit Poly modifier there? You can do just the same with a basic Editable Poly model with a Turbosmooth modifier, and Show End Result turned on...
Hey, Haven't been here in a while and just posted, noticing this awful awful new layout. The first thing that struck me was the avatar image is like 512x now, and all text defaults to double spaced even though it's single space in the composer. What the hell went on while I was gone? Did Polycount just recover from a hack…
Hi guys. Where can I find that material in max scanline that I can assign like to a simple plane where the plane blends with the background color but still able to receive shadows (like the image below from 3point) and how to set it up. In maya I know there's a default background shader in hypershade, and that's what l'm…