how did you do the sweat down the side of his face? Did you hand place every one of those planes on his chin/eyebrows or is there some sort of script to "paint" them on?
That is annoying, I'm working on a project that I'll have to spend 20 minutes making sure all of the correct edges are hardened. I'm surprised no one has come up with a script or something that avoids these issues.
I agree with Axi5. As a beginner you should learn to model these things first before using pre-built meshes. For both practice and experience. It's like the difference between a 'script-kiddie' and a real programmer.
Amazing work! BTW I found on some models weighted vertex normals technique. Maybe you used quadchamfer or any others script or it could be classic normals but it looks like more weighted.
cly_ prefix on my mel scripts. I think it's well known TA law using someone's established mel prefix is a punishable offense. cly_camelCase.mel : cly general cly_gpHungarianNotation : cly global procedures
as far as i know. no. you would have to manualy remove the edges, or use an auto quad script, but those just do their best guess. its never goina be what you originaly modeled
I think they only plan on releasing ddo for free, but you can still get the original version of ndo here http://eat3d.com/blog/metalliandy/ndo-normal-map-creation-script-photoshop
That r_fletch_r script is probably the best way to resize, but the Transform Toolbox is similar, and already built into Max (at least since 2010?). Here is a small sphere of random size that made match the 64 unit cube.
There might be script support for those, or in the SDK if you're adventurous. Better to work out scale issues before starting a project, but yeah I've been in your boat too before, only it wasn't Maya.
Edit: Oops sorry I just realised you wanted something for Maya 6 not Max 6 :P. Here is a Max script to enable rendering of vertex colours... http://www.jonseagull.com/downloads.shtml#toggleVCs