Steam name is "JRVC". I've started to model the concept in Autodesk Maya (I know I only drew the front but oh well) and so here's a picture of how that's going. Anyone know how to actually attach the armour to Ember Spirit / the bones of it so that it moves with him in-game?
Esselle, http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/model-a-high-poly-airframe-missle-launcher-in-3ds-max-day-1/ shows some good stuff on high poly modeling in 3ds max. EDIT: almost forgot the best resource ever. http://www.artbypapercut.com/
So basically get the educational version of Maya and learn off of it using tutorials for now, ignore 3d-coat, and when I am ready yo try and publish use blender since I am poor lol? Downloading the latest version of Maya now off of Autodesk.
SHHHH SHHHHHHH before Autodesk buys it and adds bugs to decrease production time Such a powerful tool could make Maya More closer to being an all around independent package thus reduce the need for the muddy box (I thought i seen this for 3ds max to, to lazy to check)
I'm not sure if there is an organized resource for it anywhere, but you might want to check out this thread: http://www.polycount.com/forum/showthread.php?t=68173 Theres some links in that thread to official autodesk stuff as well^^^ wiki: http://wiki.polycount.com/NormalMap?action=show&redirect=Normal+Map#Tangent_Basis
I'm not considering ragequitting, I already did that. I need new software, I can't even look at this piece of crap anymore. Good thing this happened before I had a chance to switch from student to paid license, otherwise Autodesk's quarters would be on fire already.
I'm currently having this same problem on mac, not the best mac user but curious if you know how i could fix this // Error: file: /Applications/Autodesk/maya2016/Maya.app/Contents/scripts/AMTools/ADNModelerTools05.mel line 50: Number of rows must be greater than 0
Keyboard shortcut override needs to be on or you need to unbind q everywhere else its used. In the main menu look for this or (2009 and older) http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab041063133728b9b2112a1ce7292-7f14.htm,topicNumber=d0e256575
i don't and never have used max though of course recognize the power of the modifier stack thing. would be such a no brainer for autodesk to drag that functionality over to maya's modelling kit. i commend your efforts here MoP. and wish you all the best in finding a good solution
in the UVunwrap modifier set the channel to 2 and then hit the reset button - if you no hit the edit button you should see the 2nd channel and be able to edit it. appearently it's a customer wish which is why autodesk implemented it that way. It took me 2 days to understand that - very bad design.