indeed it is, i think you're right. i'm gonna have to try to eliminate the exact point where things are going skew. If I skip xnormal and output my maps direct from zbrush they don't appear to contain the traces of the LP model. However they look the same in 3DO !?
i like the model, nice feel in it and pretty accurate work. remind of Fable game series ) [crit:legs could be longer and hands shorter, right now she has monkey proportions] and btw, your friend's site contain some kind of adware or virus, let him know
You guys followed a tutorial which features this in the summary: "Firefox dulls the appearance of webpages to give you faster performance" ? What this setting does is enable firefox to display different colour-profiles, when a file contains these. http://www.dria.org/wordpress/archives/2008/04/29/633/
Nice work , i don't even have a portfolio myself but from looking at others getting crits about this i think i could give you some tips,, i think the thumbnail pictures should show more of what it contains, atleast in the 3 later pics.
Per128. The U-shape contains a different smoothing group. Material ID's correspond with the type of mapping and Smoothing groups. Thats Good intel thank you., I haven't put it into practice yet , cuz i have other priorities at this moment. But I trust your expertise on this one.
We've just updated the site with a new version which contains a lot of bug fixes and other enhancements. We've also added LAYERS as a new feature. It works like like layers in photoshop, but for vertex colours. There is an new video showing this off here: http://www.renderheads.com/portfolio/VertexChameleon/
Best not to check then. Did you happen to see if any errors show in the Script Editor window when saving or opening? Late edit: Is everything contained in the same scene file, or are you using assets/references to other files?
I having a problem, I am trying to do a batch render of another scene containing particle flow and it is stopping after rendering one frame. Any suggestions? I am using 3dsmax withy mental ray.
Just did some tests for a glass shader. As the scene is a pharmacy, there will be a lot of bottles and various glass containers. I'll have to test this shader on actual models, but I'm pretty happy with the result so far. Next, textures for the shelves !
I uploaded a max file it contains the non triangulated version and low poly with the stack above it , did you need a lower version file? I saved a smax 16 but I can save as 15 or 14 eventually .