Dimfist - Thanks. I wasn't sure how he would feel about me posting his pic for comparison, but it is pretty impossible to gauge a caricature w/o seeing the actual person. JadeEyePanda - Yes, those are just planes w/ a double sided texture w/ alpha for the curls and a painted hair texture on the base mesh beneath for the…
Ok, I'm trying to create a sprite smoke w/ the SuperSpary particle system. I have the image in the diffuse and the opacity slots, but the particle faces just show up white. Is there a way to attach the smoke image onto a particle face?
forgot this zbursh hotkey to present your model in the same window w/o duplicating and you can just release your model everything you "duplicate" I always forget it
W is a third texture coord in Max, used for 3D procedural textures and for storing vertex color in UV channels (need 3 axes for RGB). You can avoid bake problems if you move the overlapped UVs to -1 on W. Same as moving them on U or V. Except W can be messy... it's generally hidden unless you purposefully look for it (bad…
W O W ! ! The metal remix is amazing, and the original meltdown is unreal. Good lord, I think that might have been too high pitched for dogs to hear. Perfect metal mix, thank you for that.
i'm curious as to whether or not the struggle you have w/the front torso is the fact that you really like having here body all exposed. could that be? i mean...in the past, i would draw some sexy girls...w/some bits exposed. then try and dress her up w/gear and what not. but if i really was happy w/my exposed sexy…
Hey guys, when i render w/ maya software my normals and spec show up, however when i use mental ray, only the diffuse shows through. all maps are targas w/ solid alphas. Any suggestions?
If they are actually welded, you've got some serious problems or a very old version of max. If they are just sharing the same W space and the boarders aren't showing up, it's not a big deal. Have you tried adjusting their W coordinates? It allows you to push the pieces forward and back. U = Horizontal V = Vertical W =…