For looping the idle, look into Out-of-Range Types http://help.autodesk.com/view/3DSMAX/2022/ENU/?guid=GUID-0452F206-6025-440F-92A3-823892368B63 For the path, you could assign the root of the character to a Path Constraint http://help.autodesk.com/view/3DSMAX/2022/ENU/?guid=GUID-10AC3D82-523D-4670-8240-D6E3AC79F0BF
Keep in mind that any 2d painting (manual painting in UV/2d view) will just be reprojected onto your reimport with no respect to any uv changes... so it'll always look incorrect. The only non-destructive preservation aside from generators/masked layers etc, would be any work/strokes done in the 3d view.
Another way is to: 1. Select Mesh and go into edit mode 2. Select all faces (or those you want the texture on) 3. Go to UV editor window 4. Select all the UVs 5. Go to the 'image' tab at the bottom and choose an image In the 3D view you can go to textured view with alt+z
Hmm ok, next time I will try to model a head without the dynamesh. Initially I used one reference that I've found in theblueprint, but the front and side view were slightly misaligned (when I saw this it was later) then I started looking for real skulls on google image. The only adjustment to the first reference was to…
Is there a break in the smoothing groups? If so, set all faces to 1 group before bake. Also, have you tried viewing it elsewhere. Max viewport is the last place I'd want to view my NMs. ZB and Max use different tangent basis, I'm sure, so it could be just a Y swizzle flip.
Fingus, what a cool idea, Can't wait for other people comment on this idea. I personally think that this idea is the best solution for the "exterior view" because the metabells are going away from the center of the screen to the sides. But for the windshield... I'll just wait for others to express their ideas about it....…
Here's the full view of the current spell. I'm aware of the impact beginning a few frames too early. Will correct that for the next WIP. :) And a closer view on the impact: Now, I'll work on the "clouds" of the impact. I don't feel like this texture fits its role. I'll probably iterate a lot on this. I'll keep you updated,…
Generally game res objects should have rounded edges since they will view better once in game at medium to large distances, but if you are going to be viewing the object up close for most of the time then tightening up the edges might be alright. But, as with everything in 3D it totally depends on what you are creating…
that face doesnt really look connected to the skull beneath it, check your head shape by overlaying a skull in the side view and front view. He seems like someone in his early 20s in the cartoon, if you could use that actor as reference but seriously make him seem younger and more fun looking perhaps that would work.
Good luck with this! Great show and character to work with here. :) When you get back to it, I would really try to lock yourself into the 3/4 view if you're not using image planes and meticulously moving points to match the front and profile views together. I'll be sure to check back later to see how it's going!