We are looking for people with abilities in:- Complex Modelling in 3DSMax - high and low polygon modelling - character and computer animation - character rigging - max script knowledge (ideally) or Games Engines (Unreal III) modification - understanding of games physics - importing and editing 3DSMax models -…
Hi all. I will be switching back to Maya soon, and I want to know if there is a workplane script that I could download or buy. Something similar to Miauu's workplane would be ideal. I know in the meantime I can do pivot to edge but a workplane would be preferable.…
Hello everyone, I am switching to 3ds Max and I was wondering if there is an option to change the wireframe color when you enter sub-object mode ( edge/vert/face mode ). Maya and XSI have that option but I can't find it in max. Does anybody know if there is an option or a script ? Thanks. Top images - object mode Bottom -…
Hello Polycount I made a new portfolio and am looking for feedback hannesdelbeke . com (edit in 2023: removed URL since website is dead, can now be found on https://hannesdelbeke.github.io ) Trying to apply as a 3D-/Technical Artist My strong points are handpainted textures, lowpoly modeling, and technical knowledge…
I hardly ever agree 100% with gnoop but this is a time where I do agree with gnoop 😁 It's labour intensive compared to Palm smashing autounwrap, running a random fwn script and running the result through an autolodder but you get out what you put in and this will give you the best quality and most efficient result at all…
I think I'd probably drive the bone positions with a curve . Leaf springs are complicated beasts since axle twisting causes them to bend in strange ways. You'd probably need to script some stuff to get it working If you can ignore the weird bits You might have more success using two chains instead.
Just saying that e.g. Unity does interpolate by default and e.g. in my game the speed of attacks is bound to skill-values which can change. So dealing with 360°-resets will result in nasty flips as long as you're not doing freaky stuff like writing a handler script which does the trick (not saying I did something like that…
Well unless I'd missed it, your OP doesn't mention actual in-game deployment of your work so do you have any examples where your own original scripts/shaders/tools...etc were implemented in a fully fleshed out game? In my opinion is what (..I'm not a tech artist BTW) "additional work samples" means.
Eric has really good advice, that is pretty much the standard way of dealing with that kind of extrude. Oglu has an interesting idea with floating geo, that can work too. If you're looking to cover up the seam with welds, you might want to check out this script https://www.youtube.com/watch?v=Mt1Bq-J27O4 Download link:…
I use cloud services to bake up my data. 25GB OneDrive + 100GB Copy + 2GB DropBox. Started using them around 3 years ago when i lost all my scripts by accident. I bake finisshed models, textures, rigs etc + all program settings are stored there too. Anything that is not cache is backed there. Problem solved.