@Adam L. Gray: You would meet the requirements to report/ban me with your join date of Mar 2009. You'd just need to convince two other Polycounters that also meet the same requirements to report/ban me too :) The number of Polycounters needed could be increased to 5 (or any number), but then how many individual spam posts…
SCFH DSF tool for capturing your screen http://koitsu.wordpress.com/2009/09/12/how-to-install-and-use-scfh-dsf/ for high quality streaming encoder http://www.adobe.com/products/flashmediaserver/flashmediaencoder/ http://www.ustream.tv/ <-- good community and channel setup, annoying ad http://new.livestream.com/ <--- I…
Hi haiddasalami, right now I can only test with 3dsmax 2009, and it imports FBX from Faogen just fine. It didn't display vertex AO from the start for the imported scene, but if you set up a material with vertex color or just enable "Vertex Channel Display" in Object Properties then it will look the same way as in Faogen.…
Have a look at one of the following videos for hair with transparency. You can use the same method to achieve a different styles. https://www.youtube.com/watch?v=6Wi4-fdeYyM https://www.youtube.com/watch?v=Z_ZmuKt_yp8 You can see, they used a similar method for the uncharted characters…
As far as the framecounts go, the only two that matter are the spawn and death. The spawn should be ~30 frames, but I have gotten away with doing it a bit longer. But don't go crazy with it. And as far as the death, after about ~10 seconds the courier starts to despawn, so any death longer then ~10 seconds becomes a waste.…
Lol Gabe is fat, anyway; Some folk "decoded" the fake BSOD and got this: Suspend until EEE. So I guess we'll know more once E3 hits. On the topic of a new Source engine though, at animex back in 09 I had the pleasure of talking with Doug Wood and me and my friend brough up how old and hammy the Source SDK was in comparison…
Ceiling doesn't make any sense (to me). That's an office in the middle of a police building, not a shack in the woods. You also have concrete walls that look nothing like the game. Colorwise at least. The texture in the game looks like someone was going for stucco, but got lazy and used that one filter + edge enhance that…
This is my understanding also but something I've always wondered is how can an application like photoshop take advantage of 2048 pressure levels for opacity? 2048 pressure levels distributed between 0-100% gives you increments of about 0.09%, but photoshop doesn't deal with percentages in fractions of a percentile so isn't…
Finally I Override 1/2/3/4/5 standard editpoly hotkeys with new macros Now hit 1 or 2/3/4/5 ==> go in vertex/edge/..() mode re-hit 1 or 2/3/4/5 ==> go in object mode and you can select another object! I have added a line, with "Max modify mode", like this, if your are not in "modify panel" when you select an object and hit…
it already looks sculpted to me :P looks like clay :( I'd suggest you stop modelling for now, read a little bit about sub-d modelling theory and then look at the model again, and rework it, because It's really wonky and bad. Here's something to get you started:…