Well, the object already has a material applied named pipe_final (same as pipe_final.vmt) VMT"VertexLitGeneric"{"$basetexture" "models\weapons\pipe_final\pipe_final""$translucent" 1"$surfaceprop" "metal""$envmap" "env_cubemap""$envmapmask" "models\weapons\pipe_final\pipe_final_spec""$envmapcontrast" .5"$model" 1}…
painted over your arm idk im sure that parts WIP so this stuff will get taken care of. http://puu.sh/4vtUK.gif Main things that are bugging me about the arm - The bicep should look like its connecting at the head of the humerus. looks like its just running into the ribcage atm. he doesn't have wrists atm. the thumb needs…
@ Thanks! Well basically I got a texture that had a nice horizontal glow through the middle that was lighter then the rest, it makes it look like there is actually a light inside of the light cover. This is my emissive texture, hopefully this helps, I'm tired so idk if I made much sense :o @ Ganon: Not sure what you mean,…
I think I know what you're saying, I'll see if I can't fix it in the low poly after he's baked small update...I think his shoulders are too wide still...hmm I lost a whole day's worth of work (DAMN YOU MAYA!)...I save a lot, but decided to go a whole day at class without saving...awesome lol some of the thigh pad detail…
@Eric Chadwick. I see why you asked. I finaly bumped into an old thread and that solved the issue. So I assume max automatically tried to readjust gamma for incoming objects. I turned it off and it did the trick but everything got real dark so I turned it back on and it still looks good. Only issue is materials got wayyyy…
i like this the model style of texture its all great. something still bugs me a lil idk what it is. to me its a metal drone so the edges seem like they should be hard and sharper but that justs me. in my opinion i think you should give the lil bolts and the rotators for the legs a higher spec. the spec overall is great but…
One bad new. I tried to work with threads for hours and finally realized MGlobal::executeCommand and MGlobal::executePythonCommand are not thread-safe even in simplest math commands. Then I tried with MGlobal::executeCommandOnIdle, MGlobal::executePythonCommandOnIdle and realized, although it is being thread safe, it…
So this project ended up taking a complete 180. Super unfortunate that I couldn't go ahead with the cooler early concepts but they were ended up being too complex for the timeframe I had to work with. This is what I've actually ended up with! [ame]www.youtube.com/watch?v=7TJyRuBtXJ8[/ame]…
UPDATE: soldier's magazine idk if anybody hear at polycount cares, but im just gonna keep this thread up to date. this time I've got a smaller update, but i think it will be useful as it is representative for the quality of the rest of the weapon. So you can call out some mistakes or can make suggestions and i can still…
Everything is working right now to me , I know that you are still in blocking but I think everything is good. When you get to polish try to arc the hands and overlap them. This part looks good but I wonder if it will look better to speed the right foot to boost more his acceleration at sec 2 ( or maybe is correct and it…