Hi guys, finally i did the changes to the boots and some corrections in the arms. I rounded the shape of the boots, and fix the angle of the arcs. In the forearms i deleted the unnecessary parts and fix some shapes. Hope that the change will serve. Cheers!!
Or you can enable Show Vertex Connections from the display menu in the Unwrap UVW options. IIRC, you can't weld verts together that aren't welded on the model itself, even if they're physically sitting on the same point in space.
Must be a limitation of that particular engine. It's not a limit of the DDS format. IIRC, DXT compression format is limited to a minimum height of 4 pixels. And textures must be powers-of-two. But don't have to be square. You could have a 1024x4 texture for example.
OOh I agree with greevar! It could be a real thin one but just a little something with wires going across the top of the arc. I know nothing will probably be changed since this looks done but I think it's a really good suggestion
Yeah basically when you attack, one guy of your team needs to be in the marking zone, and has to catch a pass sent to him inside that zone to score. (IIRC) What happens before and after that is pure nonsense fun :P
IIRC QuickDirt was vertex-based, but I might be wrong. You could simply render AO into the vertex colors using the Vertex Paint modifier, then use the contrast adjustments in the same modifier. Should get you what you want.
Clearly the opera is infested with zombies. Btw, the last Resident Evil had very inexpensive stair railing, iirc. The middle portion was mere plane with a nice normal map on my standard settings. Looks very nice, if opulent, so far!
I loved Medabots as a kid :) . You could look at prosthetic hands for reference on the thumb but yeah they do look pretty weird irl. Might be worth checking out Gundams aswell if you haven't already. Can't wait to see it textured!
Good effort for first character sculpt. I think the eye iris' are a little too close together maybe. Try making the eyes a little smaller and separating them ever so slightly, I think it may help~~ nice job.
Thanks but this still does not allow me to de-select edges as Alt+left click(which usually deselects in Max) is taken up by arc rotate. Ideally I would be able to map 'deselect' to a hot ket but Max doesn't allow this...