Also, to texture highpoly you simply just select the Edit Poly in the modifier stack and unwrap the mesh with the edge loops ect, pain the the bum but only way to do it as far as I know. You then add an extra unwrap modifier ABOVE turbosmooth so you can render a UV template from the highpoly.
The shader you're using seems a tad... matte. Crank up the specular intensity and sharpness, and dont forget to use a spec map. And it might do you good to harden the edge loops around the edge of the metal base to get the same looking kind of bevel. Aside from that, wireframe shots are always useful for feedback...
Generally I do them in the same way as the first image you posted. Around the middle of each finger and then unfold along the knife of the palm. If there's no loop around the middle, then I'll use the edge closest to the underside of the hand to hide the seam better from most views. Scruples: Never thought about that, good…
I believe the idea of the pants was to act as a makeshift sail if you had to ditch from your plane in to the sea:) Nice Model so far BTW, but the loops are a bit untidy in places and why the tri's is a sea of quads in places ,like on the middle of the thigh. I don't think the head will smooth too well also.
The Joan of arc tutorial is what I used to get started. The loops and such are all good enough for game use, just use your own refferance and orthos instead of the provided ones and follow the tuto steps. My first model was actually a demon male and I used the Joan D' Arc tuto to make it ;)
for i= 0 to $.count do( CODE HERE ); (i think, newbie myself :P) This should loop through all your objects you have selected. I would however place the dummy at the lowest point of your model, not just its position. Gimme a holla if you want to go a step into this direction
Ohh. It wasn't supposed to be released yet? Then that's totally different. I was completely out of the loop and thought it was just released early in some places, but wouldn't be playable until X date. I didn't know that the case was pre-released stuff. Show's how little interest I really have for Half-Life 2
"$.name" doesn't know what to do because you're not specifying what objects name to get. You need to loop through the objects and get all their names, like such: out_name = ((GetDir #export)+"/test.txt") out_file = createfile out_name for curObj in (selection as array) do (format "Name:% \n" curObj.name to:out_file) close…
Wouldn't quad connecting the place, switching to constratins by normals and doing this: http://www.scriptspot.com/3ds-max/scripts/loop-regularizer Work also the same, but in a much cleaner fashion? I guess the Tess method is nice for saving polygons though on the low poly since it is tri connecting them at the edges…
Thank you so much for that link! :) It helped quite a bit, but it's still not perfect :( I keep getting a very soft and rounded look, nowhere near as crispy and sharp as my highpoly model. And im still not sure if I can use a displacement to keep the shape of an object? Or if I need extra edge loops.