Looks great! Loved the waterfalls. :) Some sugestions: -The waterfalls are very nice, but there are a few that when it is seen from the aerial view looks too low res. Maybe some extra geometry there would fix it. But if this is not seen ingame, forget it. ;) -the attack trail looks broken (not soft and rounded). Did you…
What exactly do you mean? I know the technique for using subuv textures but are you referring to different star colours? or the shape of the 'lens spikes' ? Because what I have at the moment is a simple sphere mask with a vertex colour multiplier for all the different colours of stars and one special version where it…
My script does this with something called the "XsiDuplicate" command. It basically replace the default "CTRL+D" (duplicate) command by one more aware of the current selection. - On a object : duplicate the whole object - On a face : extrude (and gives your the previous manipulator you were using) - On an edge : extrude…
Okay guys and gals, Here is my Final. I could not finish but I did have a lot of fun in the challenge. You all put out some awesome work and I am inspired by you all. Happy New Years!!! Thanks for the learning experience. The HP Tris 687178 Faces 343723 The LP 6853 Tris 4136 Faces I spent half of the month troubleshooting…
Maria takes a sobriety test! Pose was chosen to test & display various deformation characteristics. The pelvic area edge loops worked fine as modeled with some finicky vertex weight tweaking. Currently 3576 tris including fully articulated hands and some facial articulation (limited by UE2's skeletal animation-only…
much better. ya, redue the cheekbones and try another go at the temple geo and eyes. do you or they want the characters to blink or look around? what's the inside of his mouth going to look like? will it open, will he yell or talk? WOW's characters have teeth and geo pupils that move around and they've modeled lids that…
Here's the old method of resetting incorrectly-mirrored bones. Not sure if it still works, good luck. 1. Bake all the vertex weights in Skin, save the weights, delete the Skin modifier. 2. Turn off the bone properties for all the bones (in bone tools). 3. Select the top bone in the chain. 4. Reset scale (in bone tools), do…
awesome stuff; in motion it looks really great! Got a question: 1) Are all those flying stones individual movers with manual animation for each one? 2) I saw some nice shadow maps from palm trees and architecture (pillars/circles). R they casted on Terrain or 1 BSP? Cause in my vertion of UE2 Terrain has only vertex color…
Such an incredible model! I love how you used vertex hard edges instead of normalmaps to define sharp mechanical armor pieces. It might sound low-tech on paper but when your samus stands next to stock UT3 characters she is so much sharper and believable! Your Red paintjob is a thing of beauty. Couldn't resist, took a few…
it looks like you took apart the mesh and flattened it with the edit mesh modifier before planar mapping it. ? so if you hide the edit mesh the UVW mapping modifier will still planar map the object, just without the modifications you made with the edit mesh. hence the differing results (I don't know why it worked…