Damn, posted in the wrong thread :poly122: I'm exporting animation via the .smd exporter that comes with the Source Film maker but all the animation is flipped on the side, as if it was taking all the Y-translation values and using them for Z-translation and vice versa. Any idea where/how I can fix that?
Me too... me too T.T Yes, I want to sculpt these characters. Kuwabara is one of my favorites :-D I also did the Koenma: http://z-zogue.deviantart.com/art/Yu-Yu-Hakusho-Koenma-Colors-580956605?q=gallery:Z-Zogue/51686235&qo=3 Thanks RitualSynergY!
quake 3, half life, dragonball z (tv show), jedi knight 2: jedi academy. i got into modding Q3, and then half life due to my then love of DBZ, so i joined a DBZ mod for half life. and i started making other characters for jedi academy.
u can align them on either of 3 axis (x,y or z - u do it in Edit Poly tools of your object) and then snap them to the one u want. U could of course snap them 1 by 1 and it wont be that bad seen that u dont have many of them.
Ha, I remember him from when I was a kid. The amazing thing was that he just brushed away a bit, and it came out looking beautiful. Looking at that now, I have that exact same feeling. Quite amazing. I can't see myself even attempting that without a Ctrl-Z
Awesome, i love it. BUT those shorts!? Those are not rapper g shorts. Jay-z scoffs at them. They might look a little bit better if you made them look a little more like jean shorts, try more detail like pockets and such, make him sag like hell?
i'd like a nintendo ds....probably get that for myself art related, i asked for some game texture "how-to" books (photoshop) my fiance was going to get me a Robe with a big "Z" embroidered on the back (for Zane) but i decided to go with the olive green Adidas made from hemp
If you actually have two physical polys on top of each other like that, you'll get a lot of z-buffer artifacts on PS2 and Xbox. I think you'd be better off using a single poly, with the 2-sided material checked. If you're not doing console stuff, it doesn't really matter then
Snap to screen sounds like it simply takes the depth value from the Z buffer when you move a vertex around. I.e. you model your cage normally but the vertices always stay on the surface of the reference mesh so you don't have to manually adjust them until they are on the surface.
Hey there!I tryed to add some more subtools... and had a big prob in the last hours making the arrows he will carry in the bag's place... but crashed 3 times and im done for today :Z so this is what we have for now, thank you for the support!