Movement looks alright. The poses can be pushed more in many instances. timing of the strikes are very even... I think some variation in that will improve the "feel" drastically. instead of 1-2-3-4; it could be 12----3-4; or 1-2-3----4; etc. try uploading to syncsketch and/or include a frame counter (from maya HUD or…
[ QUOTE ] i got two questions 1. back of the hair is invisble, Why ? because i used the 3ds format and i doesnt store the doble side faces ? or somthing like that ? 2. We are supossed to make them 256x256 or can we go 512x512 ? [/ QUOTE ] 1. It's not double-sided, just turn off the backface culling. If I port it to a game,…
per·mit (p r-mt )v. per·mit·ted, per·mit·ting, per·mits v.tr.1. To allow the doing of (something); consent to: permit the sale of alcoholic beverages. 2. To grant consent or leave to (someone); authorize: permitted him to explain. 3. To afford opportunity or possibility for: weather that permits sailing. v.intr. To afford…
Great work, and I especially love the fact that you didn't just do 1 room/corridor to get 1 screenshot out of it, but actually did a whole environment. But just a quick question (well 3 actually). Do you perhaps have 1 or 2 more closup shots of the robot, maybe even the robot seperatly out of the environment? And are you…
Feanix, what you are doing for your Distortion is the right idea, however i recomend making a normal map, and using the red and green channels of that normal map to distort your UVs... Using a noise texture is going to give you strange results.. So take your distortion normal map, mask the Red and Green channels, subtract…
Theres nothing wrong with making a different texture for every model, thats fine. If you are draw call limited and you know that asset X, Y and Z are ALL in the same scene, what Strom did above is totally ok. But yeah, theres nothing wrong with using just one texture per model. Remember, you dont NEED to stick to 1:1 or…
So actually you need a less simple material setup. Theres the texture sampler. Okay that given. For the Uvs of that you need a texture coordinate expression. add that, and then select it. When you select it, an new menu will appear on the left side of the material editor window (bottom left corner). The properties of the…
Thanks man, I think I'll do a 14.5" variant as well. The differences are minor model time wise. By the length of the receiver I'm assuming you mean short as in length and not height? Either way I'll double check it both ways. I've been working zoomed in to get the creases/folds right so it wouldn't surprise me. The mag…
This workflow seems to work well for getting smoothed edges from Max to ZBrush (using smoothing groups). This method doesnt use support edges, instead it works similar to the crease command in ZBrush. 1: Select your mesh in Max and apply a Turbosmooth modifier to it. Crank it up to a level of 2 and check the "Smooth by…
I always liked using TexTools in 3dsMax. Really happy there is Blender version now :) Unfortunately I stumbled on an error. Lets say I bake normal map, I save it to a file, bake AO, save it to a file then I try to bake normal again and I get this error. Any idea? Also how to I go about baking 2 highpolies into 1 lowpoly?…