You will probably want to read up on the layer manager in the maxscript help files. http://docs.autodesk.com/3DSMAX/16/ENU/MAXScript-Help/index.html?url=files/GUID-78B79975-7BA5-4A03-8FEF-27E78D14B575.htm,topicNumber=d30e259872 You will need to define the layer probably with "getLayerFromName" and then use ".addnode" to…
Epic self bump! Whole gun is basically finished. Just fine tuning the textures at the moment. And a hi-res of camera08: http://img838.imageshack.us/img838/276/camera08.jpg
Texturing it's the easy bit, I'm currently doing the boring part which is UVing, and while I can do it without external programs, I do use Roadkill just because of how much it increases the speed of the workflow. The scene's currently 12 modular pieces to go into UE4, and within Maya I can rearrange the pieces of the shelf…
Sprites and vertex color ? That's how volumetric clouds are done in most games i think. I'm trying to find a video from autodesk where a guy did a setup for an airplane fight with a slight comic feel. It was for rendering but it would work for real time i guess. there it is : paths of hate http://vimeo.com/27716580 at 17min
If you put the edge where i suggested you'd save yourself 2 polygons at every angle = 8 polys and theres no difference in shape, infact; due to the way you've added them, its not become a crude misshapen lectern.... You can have triangles too! Hence why I chose there. I suggest you UVW map that lectern rather then…
well unreal does SSAO, screen space ambient occlusion. it basically will apply AO to the scene relative of 1 mesh to another, but it doesnt do well with individual parts of the mesh itself. its typically done in game-rez objects that you make an AO map and multiply it over your diffuse in photoshop. take a look at the…
Looks awesome! The combat looks sweet, but I just wanted to drop this here (not to take anything away from what you have, it's just the best melee combat I've experienced) http://skyrim.nexusmods.com/mods/2700 If you've played this mod, it has combat awesomeness down like a clown, maybe it could give some ideas/help tweak.…
Done with the tower, it ended up at ~2700 tris. The base rocks are just reused from the wall rock texture. I also added some more cloth sim to the temple, though I'll probably end up toning it down a bit. There's also a weird bit of lighting on the bottom of the watchtower I didn't notice until after the video was…