after replying here people asked me if they could have that script with the spinner that lets me smooth surfaces without the usual hassle in 3dsmax. The picture I posted back then was: http://www.renderhjs.net/bbs/polycount/tips/quarantine_map_smoothing_groups.gif its a common task for me fixing the smoothing groups of…
For those of you who might find this via search I got some help on this and here's the script I ended up with. import maya.cmds as cm driver = cm.ls(sl=True,fl=1,tl=1) selectedObjects = cm.ls(sl=True,fl=1) selectedObjects.remove(driver[0]) for object in selectedObjects: cm.select(driver,object)…
Just an update of what I've done I created a rig for posing and animation purposes and yes the tick is at 1200 tris :) [IMG]http://www.polycount.com/forum/<a href="<a href=http://s1060.photobucket.com/albums/t459/philipweygandt88/?action=view¤t=body_33-1.jpg"…
Now, actual images to explain what I'm talking about. These were shot with a 42.5mm lens, (85mm equiv) so you should need about 1/90th to get a sharp shot with the typical 1/FL rule. For argument sake, we'll start with this 1/200th number that was mentioned above. As you can plainly see, not only can we go below 1/200th…
some progress and WIP, well the throne will be on the tongue as sketches, the sketches was shown just the progress, what I am going to follow will be the first sketch. I don't know, I think I have no time to make the concept, but for sure I have to do a mochup of volumes, may be a lose paintover will guide me through final…
Hello, Our indie team is looking for a passionate 3D Artist/Animator to join us in developing our upcoming title - Space Spiders Arena. About the Project: Space Spiders Arena is a fast-paced sci-fi arena shooter where players control spider-like robots competing in tournaments that take part across space - from asteroid…
Ok, so my game plan is to, 1 - Check the low and high meshes and make sure they match up correctly 2 - Set sharp edges on the low manually without using any modifiers 3 - Delete all the Material IDs since they're not needed, and i was just using them to make sure the high and low intersect with each other correctly 4 -…
UT3 actually has about 3.6:1 pixel:game unit ratio judging by most of their textures. They also have detail textures on top of that at a higher ratio. I don't think Source games use 8 pixels to one unit... unless you're saying that for a 128 unit high wall (ie. just higher than a player) they use a 1024x1024 texture? Not…
@monster Just wanted to give you and everyone else a quick update. I managed to match Unity about 98% on a 1:1 in camera views. So while the physical camera did not allow me to shift to vertical, the Free Camera did. So kudos to you Monster. I even managed to match the position values from max and unity and the camera…
Simon, all the screenshots you present come from the emulator right? So unless someone looks up what the original hardware was capable of, we don't know 100%. As you say it makes no sense if the depth-buffer was lower res. Maybe the emulator decided to visualize the depth-buffer in lower-res to make it pop out more? Maybe…