O/T @poop thats because managment (often/generally/all the time?) seriously can't recognise art from crap, no matter where you put it [edit] actually one of my better managers agreed with the above and conciders it one of the managments failings even in himself [edit] tpe
[ QUOTE ] can't you get the non-deluxe edition for $54.99 [/ QUOTE ] 6 disks... You realize what a pain that is to install? Its just seems stupid in this day and age to not at least offer a choice without these super deluxe versions. (To get the silver edition though is only through steam?)
Yeah i gave him permission to edit it. If you cant edit the smoothing groups i would definately look for a different app. If you can find a .xsi exporter for it, i would give blender a look. Or you can get a trial of 3dsmax to get the bone weights done.
Interesting story developing, rebellion "claims" To clarify, one of our PC retail distributors informed us that some of their allotted Steam keys were stolen. We believe these keys were then resold to multiple companies, with no payments going to either Valve or the retail distributor. Steam were immediately informed and…
Hey all. Just wondering if there is a way to export the collisions that max can auto generate in reactor so that I can use them as as collisions for UDK? I know UDK can auto generate collisions, but I want to edit them so I figured if I could get the reactor collisions into the viewport (convert to editable poly) then I…
Basically the issue here is that when I try to apply subdivision smoothing (or turbosmooth) on to my model, there are a bunch of vertexes that the subdivision seems to ignore. The specific area this is happening in is where I earlier applied a bend modifier and later collapsed to editable poly. Anybody know how to fix…
I Wanted to raise the question if the flight or air traffic simulators help improve aviation knowledge and could it benefit you in becoming a pilot? for example, there's this game I've discovered called (snip, -mod edit), its basically air traffic control simulator. i've linked the trailer below, let me know your thoughts:…
That first example uses creasing, Blender equivalent here: https://docs.blender.org/manual/en/dev/modeling/meshes/editing/edges.html#edge-crease The second example bevels edges with multiple segments, take a look at the section on segments here:…
@TheOneTrueLegit: I was not necesarily the character designer, but I was intepreting the celebrity heads into the existing style of the game. Pipeline was gathering references > going into Zbrush an sculpting based on the references >retopologizing > baking maps > edit texture maps > reattach head to base body models…
You just need to edit your weights. The default falloff is I think 1/distance cubed or somesuch so you'll get a smooth falloff like you see there. Select the object then go to Skeleton->Edit smooth skin-> paint skin weights. Set the rows to be weighted 100% to the vert they're in line with.