Ahh thanks, so now gun crits for the side with the ejection port and the stock. I have to the stock hinge but overall im content with the stock as is. Since im aiming for this to be a first person weapon, fine details on the stock probably aren't as needed as they are compared to the rest of the gun. I didnt smooth the…
cool animation. one thing sticking out to me is that the tread on the tires seems reversed? Should that v point dig into the mud for better traction? Maybe it doesnt have to but I think it might look more aggresive like that. Anyway pretty cool model
I started a new sticky thread where I want to archive people's stories about getting into the industry. http://www.polycount.com/forum/showthread.php?t=89972 I'm trying to figure out a good way of running it. I want people to post their own stories so their avatar and signature can be directly associated with the post. The…
This looks like a fun project! I'd agree that the blockout needs some more work before you progress. This seems to be very obvious, but I don't know why the character would be in there otherwise. So just in case: Not knowing anything else about the piece, the scale seems way off, even if we assume the character stands for…
i was able to animate the UVs when i Plane Map the asset unfortunately when I export it the animation doesn't stick. Hope to find solution regarding this.
Oh I just realized it works for me because I'm using Switcher. I bought switcher pretty early when I went from Maya to Max so I forgot that it was one of its features :/ Do I still win a interwebs cookie? There is a "Repeat last action" hotkey in the "Editable Poly" group but I think it only repeats editable poly commands.…
That's pretty simple actually. All 3d programs and game engines actually measure things in millimeters, centimeters, meters, etc. (in an abstract virtual kind of way) and store that measurement info in exported files that they can all read and understand like .obj and .fbx. You just have to find out where your software…
Well, with FBX being Autodesk's attempt at bridging their own apps it's very possible that they write redundant data in there (after all, SGs in the Max sense are indeed per-face properties so I wouldn't be surprised if FBX was holding both vertex normals *and* a Max-specific SG index). And then of course that doesn't mean…
Hello! Looking over your initial posts, I'm curious if you're looking at any references as inspiration for SoulEater? Any relevant concept art or character designs can help give you ideas you can nitpick and incorporate into your character. Off the top of my head, maybe Stephen Oakley's work might help? From your posts, I…
Thanks, axl99! I just realized that I haven't shown this here... That won't do. There was a topic on the Mighty No. 9 forums about designing your own Mighty Number, and this is what I figure mine would look like. Aesthetically, I wanted him to have a big, blocky body, and I knew I wanted to stick with my two favorite…