If anything puts me off a portfolio, it's one of those effing 'plug and play' script galleries. Do yourself a favour and jusr don't use them. The best websites always have things like simple thumbnails which link to larger images. Quick loading, none of the annoyance, works across browsers.
I'm really looking forward to this film, it could be really good. I agree that Tarantino's films can be hit or miss at times, but I think he's actually improving, and I've heard people say that this movie has his best script yet. Plus, an awesome cast. I've got high hopes.
Hey there is some good ideas there, I'm really use to Blender and I don't have any problem with it. One of my favourites with bforartis is the icons bar like Maya. There is a easy way to bring that to normal blender, is just a script that i can borrow to use in blender official or its more complicated than that?
edge split modifier, it allows you to have hard and soft edges in blender, throw the modifer on the stack, check off marked edges and uncheck angle. Than start makeing edges selections and hitting control+e and selecting mark sharp. or us a script to marke all your UV seams as sharp.
There are just no specular affecting props at all, have to make better presentation. Also i'll suggest to change image sliding script, this one right now dont allow user to save something to PC without dirty tricks. Also sign your images, so person that downloaded it will know, who they belong to
They are. @ ThunderSnake : your best bet is Blender as it's got the most fully featured MD3 import/export scripts now, mainly down to the extended work the guys on the Open Arena project have put into it. I've got some legacy info on my tools page here, but you'll be directed to the AO wiki anyway.
humm... never used Accutrans or .cob format so I can't be that helpful with regards to that work flow. BUT there are easier ways to get models from Max to Gmax using a few plugins/scripts. 3ds importer v1.1 - gmax OBJ importer v1.1a - gmax Quake-3 md3 importer v1.0 - gmax
Class Polycount_Filters extends Polycount_UI { local string Voxel; local string Popcorn.Gif; Voxel = Popcorn.Gif; } Just started hacking unreal kismet node scripts together this week, feel free to laugh at my non-programmer artist based assumptions. He may be just trolling now, I can't tell.
martinszeme: Yeah, HarlequiN released Volition's "vTools" Photoshop scripts which can save out multiple groups to separate TGAs based on naming conventions. I've written a more lightweight streamlined similar thing for work but I still need to figure out if I can get permission to release it publicly.
Perhaps I'm using some archaic conversion method, using Deep Explorer, but my OBJs always wind up as triangles whichever direction I'm going in. That script sounds like it could be tres handy. I also seem to get vertices randomly unwelding themselves, but thats generally not that big an issue.