Are there separate polygroups? Some options to try: -make it into a single group before exporting, -take what you have now and hit the make polymesh button, export that -run decimation master on it (new mesh/topology, and a lighter file to boot) -remesh or dynamesh and export
That's because ALT isnt bound by itself to begin with. It is bound Alt +MMB / LMB/ and RMB for dolly zoom and pan. There is a way to Assign S + the mouse buttons but not through that Editor. I'll let you know when I get a response from my friend.
My favorite way is through google images If I don't like what I see then I'll chose the best of the Bulk and push "Similar" button which usually finds something better, sometimes by the same artist. or browse around cghub everything there is amazing
TESTING writing just the public link from dropbox http://dl.dropbox.com/u/14662692/avatar28081_9.gif.jpg writing the public link with img tags using the "insert image" button at the top of your reply box so ya... dropbox works fine here...
here are a few updates for this. Almost finished with this scene now i think, added the control unit, think it needs a button console still though, and maybe a chair, haven;'t decided yet. Still need to add more details here and there, especially in the tunnel.
@Whalebones: Got almost the same crit from various people. I went back and toned down the normal on the pain significantly, while tweaking the screen, buttons and, weirdly, my binormals. Here it is: Now I need to pose it and make a proper display for him.
I actually really like modos default camera movement, because it doesn't require middle/right mouse buttons. Comes in really hand when using a wacom in sculpt/paint mode. I would recommend getting used to it when making the switch.
@ Wesley there's an option, right now, to export *.swf (for uploading to your host) or even just get embed code for blog etc. (while storin all files for you on editor's site, 1 month only). Look for this features on top-left buttons in the editor.
Could you try assigning an opaque material to the texture sets that don't need opacity instead of having the same shader for everything? Click on the "main shader" button right to the texture set name in the texture set list and choose to create a new shader instance.
For your HTML stuff, to make your life a bit easier, you can use my web tool: http://leminhnhat.com/web/ This will generate the basic of your HTML base. Just try to click on some buttons and you'll get something good to start! :)