You should try lowering the size of the jetpack and push it abit upwards. It needs to start at the area of her ears and end at the shoulders +- Yours is starting at the shoulders and ends at her hips / butt.
"Choose the following ending..." If you're going to have multiple endings, they should result from plot decisions made by the player along the way, not presented as a menu just before the credits roll.
Looks nice there ! Cool details. Just make sure that the end of the 2 belt straps on the left actually continue further under the chap. And not just end right where you have it.
thanks for the help :D ended up just breaking down the parts that over lapped manage to only end adding one additional small texture so its not to bad. :thumbup:
@FogGobbler Thanks! I started and ended with modular setup :D I tried every way and ended up using Dbuffer decals. If you need metal translucent is the way to go.
Box modeling is optional IMO. Some people prefer to block the model out straight in sculpting apps. As long as you end up with a usable model at the end, the process is totally flexible.
I tried scaling but in the end i just end up with an extremely large model and difficulties for setting up the scene, welding verts etc... I'l try the focus thingy Thanks :)
The card came with a cable to plug the card into the power supply if there weren't enough on the power supply already. This is the end of the cable that plugs into the card (it has two four pin plugs at the other end).
Hi all, I am trying to add and assign a custom button (SVG or PNG file set) to apply to a new custom toolbar. I've looked over these links: https://www.reddit.com/r/3dsmax/comments/1c0p49p/how_do_you_use_svg_files_as_toolbar_icon_buttons…
so.. you mean the env guys do props? or an environment with models that can't excede 1k polys each? I might be dumb, but a bit of clarification might be nice for any env guys giving it a shot. :)