I've only watched 3 eps, but the only thing jarring to me was the references to The Avengers. Those movies are so over-the-top, like literally filmed comic books, whereas this feels more like a drama with some supernatural elements. Still, quite liking it so far.
Check the sunset overdrive trims or the star citizen thread. The tech is very close. The core element spawning this thread was the very reason it had to be taken down. The info will most likely be visible at one point, for now it is up to the people who made it up when to post it. Sorry.
@Obscura Thanks for the reply.So the way i have understood is the key element when using metalness workflow is roughness. Metalness maps just decide which part is metallic or non metallic.But real effect is being conveyed through roughness map. Again thank you for replying
Yea the memory issues in Max2016 are somewhat well known, I think. Another big issue is that for some people Max2016 seems to have a tendency to make things disappear spontaneously, whether it be UI elements or objects in the scene (though that could be directly related to the memory leak issue).
With the door i'd be careful about the directions of rust/scratches/wear and tear there are at least 9 elements next to each other that don't look unified; also be careful of over texturing your stuff. It gets really busy when everything has hardcore rust/stains etc.
Doh :( There's almost certainly a way to do it through script. It's a shame that just the basic Cut UVs doesn't do this? I would have thought that would be the sensible way. Max's "break" does that and breaks off the selected elements into their own new shell (which makes sense).
Thank you all :3 I changed few elements and contrast. What do you think about glowing on skull comparing to elder version? Is new skull better or it needs less glowing? Here you can see new skull And here is it with less glowing
I like the direction it's going in. Do you have some references you're going off of? I can't wait to see some of the elements that really will give it personality come together. I am also concerned that maybe there are not enough dicks? Perhaps some accoutrements on the walls.
I get the same thing in Max as well. The solution Bigjohn mentioned tends to work. There is also a wonky bug that if you hide something in another sub-object mode (like element) then unhide, the verts will stay hidden until you unhide them in vert mode. weeeeird.
I currently have it exploded. And its a single mesh so its exploded by element.. Just gonna go through and manually adjust the cage I suppose then Ill re export and try again. Thanks for the speedy help! Ill post the result when I have it.