I don't like any of Skyrim's default armores, except for the Thieves' guild Nightingale? armor. Or whatever it's called...basically I'm saying if you're armor doesn't match Skyrim's too much it might not be all bad
Some amazing photos in here! Here's one I took this morning, I'm using this as my desktop background at the moment. Click on the image for 1680x1050 resolution, flipped horizontally since default icon position is top left :)
Yes, @monster it is very similar, but the results from your double chamfer are not as clean. I ran it on the same default demo mesh with your settings. In this example it's clear to see the 'barrier' effect that the inset has on the n-gons.
Hmm, this has always been the case no? It's the same behavior as default smooth mesh settings, as well as the Turbosmooth and Meshsmooth modifiers in 3dsmax, and subdivision in Zbrush, a quad only becomes a circle if you have an extra loop around it.
Polyunwrapper's packing tools are fantastic improvements to the default Max Unwrap UVW tools - especially the built-in pixel padding for the shells that you can set up to 32 pixels IIRC. Even that alone is worth the price of the script.
Joe, that black might just be the default lighting in Maya because I don't think there is any black in the texture. But I went over it again and cleaned it up. And here it is full bright to see the texture better. Thoughts?
Another problem: i create a layer, starting painting, then i turn the layer off to see if it works and of course it doesn't. It's like i can only paint on the default base layer. Any solutions for this one as well?
Low poly done, textured and with blood masks. Looks kinda tiny in his hands, but it's the same scale as the default Poleaxe... Any final crits before I move on to my next set? (new thread incoming!)
Nope projection is on 1, default, i havent toyed with that stuff. Also it doesnt seem to have anything to do with projection. the second and third picture in the first post of the belt, the projection is turned off and there still large gaps.
There is a "max particle count" setting (in the emitter properties I think) that is set to 500 by default. If changing it doesn't work, there is a "skip spawn count check" in the particle system's properties which will disable all particle amount limitations.