Well I just got done playing thru the demo disc. It was the same demo from E3...not that, that is bad. The demo was a lot of fun but very short and didn't get to fight a boss of any kind and no real objectives at all to accomplish. Just go and keep moving and you really only could go point A to point B, no multiple routes…
Your Eotech seems to be a bit squashed: http://mikonos.globat.com/~joeworld-online.com/news/uploads/fig_18_eotech_holo_scope.jpg good ref: http://www.pixagogo.com/2722774636 like bert said, the overall texture is way too random with the dirt. the chipped paint looks ok. hint: the fire selector often leaves a circular mark…
This usually occurs because you need to either "Reset XForm" (if you're using Max) or "Freeze Transformations" (if you're using Maya). Basically those parts of the mesh will have negative scaling on at least one axis, I'm assuming cos you've been mirroring them. Mirrored parts often need to be reset/frozen before export or…
here is some more work on it. i added a mouth, i'm not wanting to go too high-poly, i'm axious to get texturing. i made some changes that were mentioned here, thanks guys.
I think the tip you're looking for is to use the Curve Editor, highlight the axis you're animating in the left list and slide your key up as high as you need. Need two rotations slide it up to 720, need more go higher. You'll also want to set the curve to linear unless you want it to ease in and out. You'll drive yourself…
thinsoldier: Scaling was interesting and helpful, but the object pivot was already at the origin. So now after scaling I have a bunch of seam verts that hopefully have the same x-coord, though it's not exactly zero. What I'd like to do is something akin to selecting all the seam verts and snap them so that the x-coords are…
well i think the default ones i hear horror stories about the md3 file being exported without the animation or rotated incorrectly at it's axis when being exported.
it's pretty easy to code this with tangent-space normal maps. basic concept: save every pixel in to a 2D Array with it's current R and G (and B) Value (B will not change). R and G convert to a vector of 3 dimensions (while only 2 have a value, which is x for red and y for green and z is defined as following) with angle in…
@Pea, I find the Knife quite versatile really. It can do many of the things that connect can, just in Blenders own way :P After cutting the mesh, you can select 2 edges and then constrain the axis by hitting X, Y or Z and then S to scale across the axis...this will emulate pinch. (you can also designate the amount of pinch…