It seems there is a PSK importer, doesn't import skeleton though, but it does import UV maps, complete with vertex weighting iirc http://www.elysiun.com/forum/viewtopic.php?t=27897 And if you really need a skeleton, snag ViewPSK from here. It can open PSK and export skeletal data to a format Blender can read. Granted it's…
You should try unwrapping your models before you texture them. With a low polygon count such as that, unwrapping it shouldn't take too long. I should also point out that 2400 is actually a relatively high polycount for a 'low poly' model. I'd be much more interested in the vertex count or triangle number. Since the model…
additive works like color dodge in photoshop, it's sweet. It's probably easy to set up in max but I don't know it off the top of my head. This is something I did over a lunch break a few months ago, basically just scrolling the lightning texture across a plane that gets distorted as it reaches the top, I'm also doing some…
Andrews solution isnt practical at all for games. Its splits every face of the model into a seperate UV island. pretty much doubling the vertex count of the model. Id imagine the bleed on the smaller islands would be pretty apparent also. He did however mention somewhere about using a premade uv map for baking though..…
Thanks for the suggestions. I had tried reset X-Form and attaching to a new object. After exporting to OBJ and importing that it said "four identical points in face" and a single vertex was stretched out to the world origin, extending from where I could not select above. So i went back to the original, selected all verts…
He's saying that you can use Max's render to texture to take a texture that's painted for one UV set and project it on to another UV set. It's a nice trick if you've already finished your texture but need to change your UVs. Just be sure to clean up your UV channels afterwards as an extra UV channel is like storing an…
DAMN! That chic looks like she is pregnant! Excellent advice :) The best advice I can give is silhouette, silhouette, silhouette! Keep that in mind and keep spinning you model around to check all angles and tweak the vertexes accordingly :P Ill add one thing...just be sure to keep the size of your model in the final…
This piece is looking really slick. I like the style and the texture work. If i were to give any feedback, it would be to suggest a smoother transition between brick types... where the cobblestone on the road meets the wall, it would be nice if there was some sort of texture blended to the wall, or perhaps some vertex…
maybe they'll bring back being able to snap a pivot to a vertex... Of course, what kind of silly people would ever want to that? They broke it or took it out of max 2008 so I guess no one needs that anymore :P. Autodesk is becoming an evil genie.. you wish for something and you might get it.. but then something you need is…
Start Blender Enter Edit mode (my userprefs give me a scene with a mirror instance of the cube, a tri-point light setup and a camera constrained to track an empty for better targeting) A (select all) del (delete) LMB (select "delete vertices") CTRL+RMB (create vertex) { E (extrude) LMB (confirm extrude) drag LMB (finish…