small question to everyone here: i've come across this function in the painter interface in maxscript here: thePainterInterface.buildNormals it sounds like it might be something that I can use, but I can't find it's use anywhere, can anyone fill me in please?
If I give you this so called axe would you be able to chop few trees ? Looks to me that at best you could damage some of tree bark ->> you need more axe blade , function should drive design
@Shinigami If you dont have Nurbs Patch function in your 3d app but want to use a spline cage check this tutorial. It helped me a lot. [ame] https://www.youtube.com/watch?v=n0YvAuOavx4&feature=channel&list=UL[/ame]
If the feathers are metal it will be really hard to swing this sword in reality it would keep stabbing you while you swing. For functionality and combat readiness a guard can be placed in the front that is the normal place weapon smiths would add decorations like below.
you can inset, bevel , extrude. I forget if there is a function that lets you bridge, and it just has a different name. They updated the tools a little in version 4. I don't remember shift drag being possible in patches before that version.
EQ, could you elaborate on this a bit? We're thinking of getting a Unity Pro license (with deferred rendering). Is it best in that case to make an "uber shader", and just switch on the functions you need while filling the unneeded bits with dummy textures or values?
This is really starting to fill out quite well. My main complaint would be that I don't think the skeleton stands out enough or is well-detailed enough to function as a focal point for the scene, and otherwise it tends to read as an exercise in rock-making.
Thanks for the support Nightwoodwolf! I'm starting to regret not having simplified the process and have chosen an already functional concept. I feel i can keep tweaking this model for years until i realy like it. Anyway here is the last one
Did you make the entire model a skin, or just the vertices on one side of the model? Is the model and skeleton identical on both sides? What mirror skin weights settings are you using etc? Does the function provide an unexpected result, or no result?
Thanks for the info. I heard from a developer that around 15000 polygons is normal. EDIT: Yes AdvisableRobin, Im trying to figure out where to add division or insert loops. Also where the parts of the model is going to be and what function it has.