Another way I've heard of systems interpreting mirroring is for the exporter to look at the UV face winding... so then inverted faces (facing -W) are interpreted as being mirrored.
yes but snap to face and surface modifier isn't as fast as polyboost and it has this ugly snap to face gizmo, that sucks, also you can't snap to face with an offset
I think its pretty spot on concept, maybe he could be a bit more upright. Great start! I always preferred the long faced goofy-derp nature of the War 40k Orcs, but this is turning out nicely.
Looking at the Mental Ray shader setup shown briefly in the Softimage video, it's really not even painting the Threshold like I initially thought. There's an incidence node supplying some basic grayscale information based on the location of existing scene lights (lit areas will be white while shaded areas will be black).…
Source is a nice engine, and I like it, but it doesn't do the best job representing the power behind normal maps. Unreal 3, Crysis, etc. are way better at demonstrating Direct X shaders than Source is (just my opinion). That aside, I didn't believe the whole "as few smoothing groups as possible" thing until I did it…
Just watched this other night... Should be an easy one. person 1: Get that out of my face. person 2: It's not in your face it's in my hand. person 1: Get what's in your hand out of my face.
I do have the latest update for the character's face. I'm not sure if it's any better than the 1st update on the face though. It's based loosely on Dane Jackson's face
....please punch Cthulhu in the face...please punch Cthulhu in the face...please punch Cthulhu in the face... The more I think about this movie, the more excited I get for it.
check the way your face (quad is facing).... that is the other thing i can think of.. if the face is in the wrong direction it will render black.. unless u select 2 sided.