HI again ! Thank you for coming back and giving these precisions :) Good pick ! Vitaly is a great guy too :) It's very interesting actually, as there really are two facets of his work. One is being a great modeler - he is able to efficiently and beautifully recreate provided pieces of concept art into 3D models in a…
Hello! My friends and I have just begun working on our next game and I thought I would share with you what I'm making for it. We have only just begun prototyping so everything could definitely end up changing. The game is a first person shooter which we are calling (at least for the time being) "Killing Dracula". The plot…
this one is for pedro: BUT ISNT THAT TOO MUCH PADDING? You can never have too much padding. Its an impossibility, what are you worried about, that your textures will mip too well? When you're doing a bake, the padding will stop when it hits another pixel that is being "padded", so your padding will simply stop inbetween…
Polyhertz, the quad from edge script works well. I just found out that RappaTools has this functionality in the bridge tools tho. Makes me feel bad telling you since you put the effort in to write the script. The Quad from vertex script unfortunately gives me an error. Have tested it in max 14 and 15.…
[ QUOTE ] [ QUOTE ] How about this conspiracy theory? The Republicans wanted to lose. A Democratic congress won't be able to do much without a two-thirds majority, we'll have two more years of gridlock, Dems will get the blame, and the GOP will sweep in '08 for a fresh start. -HA! [/ QUOTE ] [/ QUOTE ] I wouldn't worry…
This was the answer for me! I had the same problem as OP and have been trying to solve this for two days. I use Blender, so I had my mirror modifier BEFORE my triangulation modifier. This means that triangulation happens after mirroring, so the mesh is not the same on both sides but the UVs are, hence the weird…
Your lighting setup could use a bit of work. The rimlight is placed well but is too strong. The barrel and gas tube/tube magazine/whateveridc at the front are not illuminated at all and just look like solid colors right now. Your model and bake seem good. Could we get FPS shots? The gun does look smooth, props on that, but…
thanks, the maths is really "weird" especially getting the light and view directions for the pixel shader (screen space) and a different light direction for the vertex shader (view space) as the lighting and normals come in two parts.... one for the overall clump of points handled in vertex shader and then each billboard…
Hello Dota Item Makers, I've been busy trying to wrap up my first set - a set for Spirit Breaker. The theme I was going for was his charge. I wanted him to have a giant horn attached to a piece of protective shoulder/back armor shaped with a bit of forward motion. For the wrists, I used the horn idea, and went for two…
Its been too long since I released a tutorial. This weekend I went through and made a Zbrush 2 and max 7 video tutorial. Its about an hour long, and I cover zspheres, the paint deformation tool, hierarchal editing, exporting to obj's Importing into max the various levels and then using Max 7's render to texture to get a…