Finished Step 6 earlier today...in this part, I redefined her abdomen, chest, and back. Things are beginning to take shape! http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-6
6 mins to go! happy pagan holiday of Yule! eidt: and teh happy! go! editL gogoggo http://www.heavy.com/heavy.php?videoPath=../content/carnage/flash_video/tysonjingle edit: argh me heed merry christmas everyone else of course, but you're all 6 hours off .
a 6 compiled plugin should work under 7 and 8 too, hence 5 & 6 should be sufficient for all http://crazybutcher.cottages.polycount.com/wip/meshfw_plugins.zip by the way John, you delete the source object, is that wanted ?
First paint job I put some (basic) effort and thought into. Got a few other 'simple' ones to make soon. Representing my college~ CPC Porsche 914/6 CPC Porsche 914/6
I did it in 6 hours for our benchmark. Highpoly, lowpoly, normal map and textures. That's 6 hours solid work, mind you - I expect most people should do it in a few evenings or over a weekend.
Think I'll start updating this semi-regularly now instead of only posting in WAYWO. Here are a few of the latest: updated 6/6/10: The final version of that ancient temple: Another sketchier take on an ancient temple scene:
Hi, I need to model a 6 feet tall that will be exported to Unity. I heard unity has some specific scale to take into account. Is that just an export/import issue? Can I model my character at exactly 6 feet in 3dsmax and it will be ok once in Unity? Thanks
The hotkey editor has 6 actions all called call_menu, for 6 different menus, and that's just in EditMesh... yeah, that's not really helping me there. Looks like you might be better off editing the Keymaps through the script editor?
That's the exact same one I'm using now. It's pretty good for me; except that I can't quite comfortably use the 6 side buttons that are closer to me. Can only use the 6 further away side buttons.