Thanks Eric Oh yeah, and when I'm working in max, I use 'Switcher' so it's the same movement control scheme as Maya. At my last job I worked with the guys who wrote it... They also wrote 'Nex' which brings a lot of the max style selection specific tools over to Maya... their website is dRaster.com
rikyu99 Eric Chadwick Thank you for your advice! I modified the bones and topology with the advice. The fist is more beautiful than last time. However, it is still a distorted fist. Is it possible to cure further? rikyu99 [You thumb position is too low and the fingers should be model in a straighter line.]
I couldn't…
@pior & Eric Lightshot keeps the portion and its adjustable. Its kind of hard for me to put it into words, download it and you'll see what I mean. The only thing I don't really like about lightshot is that the save button (saving to file) is really close to the copy to clipboard. I guess its like an adjustable marquee tool.
@Dubzski: Thats exactly where I'm headed. :) I plan to use this tech in a larger more finished scene sometime in the near future. Just working on some pipeline stuff atm. @ Eric Chadwick: Thanks for checking out the folio. Man, that was from back in school :) . I'll see if have a moment soon to get that stuff up for you. :)
Face id's work in conjunction with a multi/sub material, so if you've already set your ID's, just throw a multi/sub mat with a different diffuse color per mat. You don't need textures. If you've made vertex color, do what Eric said. Id/multisub is easier to edit/maintain tho. Then bake as diffuse.
"The rhythm and timing of animation is like a good musical score- it builds to crescendos amd drops to a quiet- Our action must have variety and vitality in timing lest it becomes monotonous and irritating. Action, like emotion, needs change to keep the viewers interest. It has to be alive " - Eric Larson Put that on a…
I don't see any real need to merge the two sections for the high poly model. The weld itself could possibly be a separate piece as well, which could help you avoid excessive subdivision on the rest of the model in zbrush. If you look at the last post in the thread Eric linked to, there's a nice solution for the low poly…
Scanline is fine. Mental Ray in 2012 is fine. (but unfortunately, neither of these help with baking down PBR) Vray in 2012, 2014 has this issue. Mental Ray in 2017 has this issue. I can't quite believe that Normal Maps cannot work properly in a simple RTT setup. Has anyone had similar issues? Thanks for helping Eric!
It's hard to understand what the problem is when you don't specify version or situation parameters. I have no problem at all moving the fume grid with a un-cached looping sim in fume 2.1 in max 2012 But Eric is right to look there. Just be sure to be more specific in your post and test out solutions on your own and report…
Damn fine job guys! You must be absolutely knackered with the amount of content you shipped in this game. There is so much to do and I haven't played it all yet, I really miss Michael Ironside's voice (though Eric Johnson does do a good job) but the return of spies vs mercs makes up for that. Pat yourself on the back.