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Re: Maya 2011: open file dialog problem
Reply by
haiddasalami
·
Jul 2010
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Technical Talk
Just to clarify you want to use the last folder you accessed right and not the last project folder you used right?
2 results
Re: Division inspired character WIP - Linda Fyen
Reply by
Sanro
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Oct 2013
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3D Art Showcase & Critiques
spot on advice right here - start with a simple anatomy model to get the proportions and volumes right, and keep it fairly low poly
11 results
Re: Maya Render troubles
Reply by
Alphavader
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Jan 2012
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Technical Talk
looks like he cant find the right texture path, maybe you create a new shader or getting the path right.
Re: [Portfolio] GCMP Environment and Prop Artist
Reply by
alexk
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Dec 2010
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3D Art Showcase & Critiques
You may be updating the site right now, but I'm getting "Page not Found" when I click on any thumbnail to the right
3 results
Re: Warhammer 40,000: Dark Millennium Online Trailer
Reply by
Lazerus Reborn
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Aug 2010
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General Discussion
You can take my left nut for a beta code, right here, right now. Looks bloody amazing ;D
3 results
Re: [UDK] The Tropical Island
Reply by
SuperFranky
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Jul 2012
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3D Art Showcase & Critiques
i suspect proportions are somewhat not right and your forest is too scarce overall, i doesnt feel quite right for now
3 results
Re: So, Force Unleashed...
Reply by
HonkyPunch
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Dec 2009
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General Discussion
So the next star wars game will just be a next gen version of Jedi Academy with even better multiplayer, right? Right?
Re: TexTools 3.0+
Reply by
mLichy
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Mar 2010
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Technical Talk
Yeah, I just learned about the menu stuff too. Do u mean right click, then show that menu, right?
40 results
Re: Darksiders II
Reply by
Skamberin
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Jun 2011
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General Discussion
You're trolling right? Right? I mean everyone is entitled to their opinion, but, come on, at least TRY and ground it in something rational 8|.
8 results
Re: Xamn you xNormal...! Baking problems, would love some help
Reply by
GarageBay9
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Jan 2011
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Technical Talk
It's rendering wrong in xNormal right now, forget UDK. It's creating these phantom tangent gradients right in the generated normal map as it renders...
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