Hello everyone, The study will be wrapped up at the end of the week and it would be perfect if 10 more people could participate in the survey. There were already a lot of participants from Polycount, thank you for your amazing contribution :D
Your barrel construction is off. Your outer planks are just cutting horizontall. They're cylindrically wrapped around the barrel in the concept and real life. Nice job wth the spigot. Did you want it faceted that way?
Thanks Wonkey and Oniram for the feedback. I'll push is further and add some of those details. It's easy to get wrapped up in the modling and baking of meshes and loses focus on the story that the scene should be telling. Thanks again guys
Hi there, I am trying to link the wrapped text to the specified web page with this BBCode: [URL=http://www.example.com]Go to example.com[/URL] ...but without any success. Is there any useful tricks how to use BBCode on this forum?
While the texturing is good, it seems like the dragon and gold hoard under it are a little blobby in terms of form detail. The tail could also be wrapped a little more tightly around the treasure chest to convey its attachment.
Yeah that or you could just speak through a hiss/pop filter when recording anyway. You can buy these or improvise using - yes seriously - ladies tights wrapped around a coathanger. THE MORE YOU KNOW!
The Wrap-scripts written by Paul Hormis work pretty well. http://www.hyperent.com/ Also, if your Mesh seams to flip when conforming, apply a Reset X-form to it and your targetmesh in order to check if they are perhaps mirrored.
More! Its just started snowing again so hopefully i'll pluck up enough courage to wrap up and build a mega snow man to scare the postman with in the morning. My car is under there some where.
i speak 5 languages and had to do the localizations for Pariah* in 3 of those, think i'm good for whatever comes. *Pariah wasn't done by us, just helped wrap it up at the end, and do all the translations
so they changed the scale tool in Unwrap UVW max 2012 to be more like a freeform adjust in both horizontal and vertical instead of scaling uniformly ? My mind can't wrap around why they would change this. -anyone have a workaround/fix to be able to scale uv faces uniformly?