uhm, no? IF they make a bad game, which is a pretty big jump based on some early screenshots and your own dislike of the new art direction, then the only thing they'll have done is made a bad game. It might mean a delay for Halo 5 and a change-up of the team working on it, but saying 1 bad game would kill the franchise is…
Don't have Max, so Just a guess here... Perhaps Max ( or FBX?? ) and Maya use different "handedness"? right handedness: Maya uses right, perhaps Max uses left? In Maya try: from preferences > Modeling > Polygon Tangent Space > Left ( or right? ) handed. some of my coordinate stickys:…
reasons against: - effects shading and normal map baking - might cause dynamic shadow casting artifacts - forcing your animators to never show a certain side of your model is also quit a limitation *no spinning revolver around the finger for you sir* - might mess up carefully planned topology and triangle strip generation…
@LeDjinn yeah thx could be that i wanted to pack too much into it. In the end it was quite hard to find a suitable composition of all the materials. I think it was 11 different Materials i used (hell of a masking :D ). I just could not stop puttin naother one in ^^. You have some pretty cool forms and patterns in yours i…
The # is part of the naming creation syntax, I can't remember the doc page for that. It ensures that "vertCluster" will always have a number in the name. Without it, the first would be vertCluster, followed by vertCluster1, vertCluster2. This would be bad if another part of the script expects to pick one by number.…
There are various reasons for these kinds of problems. To help I loaded a new page with example 3ds Max files here. At the moment it only has one file to demonstrate your scene. I'll load others in the future. Tips include making sure that the transform is reset. When using skin, do not use the Rotate Origin setting in…
Thank you for the tutorial! This thread has been highly insightful so far. It took me a while but after I managed to replicate your results I modified the workflow a bit for my own preference: 1. I separate the mesh after duplicating and sculpting, then center the pivots of the individual parts and freeze out their…
Sounds really similar to the way I work. I wrote something a while back to speed things up a bit. It's a really basic script that I have on a shelf button. When first run, it creates two instance groups, one with a -1 scale value on the axis of your choice. When it's run with objects selected, it'll add them to the groups…
Hey @Kiyamlol, those are some absolutely gorgeous renders! I really like your style and texture work. My only suggestion has to do with the size of her head (but I'm not sure if it's too late to change that now). She looks like she's currently around 7 heads tall and could maybe use a tweak to the size. I did a quick…
It works with any image format which supports transperancy(gif,tif,png) and converts it into a smart object before applying the transformations. The procedure is as fallows: always open first the document you wish to move and match with the second one.The second document should contain a target layer which should be named…