You got one right! Mads us in fact Scandinavian! You should really pin down what you want to do here, what features you do like in your refs (I'm talking about the new references you should get btw). Is this guy a brute from 1000 years ago or is he alive right now?
zing! ill probably try this game.. lol. lego was my childhood! and the real lego! not the lego they have out now... if you dont know what im talking about, go to toys r' us and check out the lego section.. its all like pre-made pieces that arent just blocks. they are all smooth and crap. its crap!
Not sure if this thread is dead or not, but I just googled across a few posts on some other forum talking about a free plugin called SuperPNG (http://www.fnordware.com/superpng/). You remove Photoshop's PNG plugin and replace it with SuperPNG, and images saved in PNG alpha STAY in PNG alpha, without deleting or…
I ask myself the same question every time I see those pillars or a thread talking about them. It makes no sense to me. There's nothing gained from making it exactly the same as opposed to somewhat unique. It's puzzling. Anyone who has done it want to weigh in on why you did the exact pillar from the video or other tutorial…
I would suggest you check out the eat3d.com Next-Gen Texturing tutorial. Even though it's not in maya... I've seen a couple of people who have made threads about doing it in maya instead of 3ds max. I think that those tutorials and maybe checking out something the "sticky" threads in Technical Talk should answer your…
[ame]http://www.youtube.com/watch?v=DdtVX2rhm5o[/ame] Indie game i'm workin' on (did the background art and I have a hand in the gameplay). Not next gen in a 3d sense, but we're pushing the 2d physics and combat to some pretty exciting areas. Can't talk about it too much but we're really excited about the future prospects…
I got rid of the problem by exporting the mesh as .obj and then import it again. So I didn't actually solve the problem nnd I have no idea what happened in the first place: I just hope I wont hit that hotkey again rofl. PS: I just noticed this thread would better fit in the Technical talk category. My bad!
In my second image I have my export settings. Should I check off the Smooth Mesh options? Is that what you're talking about? Also I figured out the baking issue! In case anyone uses the same method, just make sure to turn on "By Mesh Name" for both Normals and Ambient Occlusion or it wont bake the AO properly!
My bad! I don't think so. I know there was some talk about that on the Allegorithmic forums, but I can't find a way to do it at the moment. Maybe someone else knows more in that regard. So the only method I can offer at the moment would be Max object space + Handplane. Xnormal perhaps, but it has been ages since I used…
So here's the polished movements I was talking about on the last post. As I said I'm concentrating in stewart's reactions first before working on squirrel so that way I can guide myself with stewart's reactions to what I need to do with squirrel. I've made a quick render to show the progress.…