Define 'Something' there are lots of things you can select in max. for nodes which i guess your talking about. To work on selected objects you use the 'selection' collection so That code will loop through the whole selection, pulling out a node at a time and letting you work with it. If you want to tell if a node is in the…
Slaughter- that is fucking sweet- it's a nice style you've got going on there, it's one I really want to see ingame IronbearXL: good going, the muscles look a bit too well defined for a woman for my tastes but she's shaping up pretty well Still haven't started on the torso texture for my character, I need to get my arse…
I think a cgfx/hlsl shader would be fast enough to handle this. Problem is getting the 3D Paint Tool to play together with the CGFX/HLSL shader properly. Essentially the 3D Paint Tool only reads/writes to a texture. Seems like it could be possible to modify the 3D Paint Tool MEL-files if you can reverse engineer them to…
Not updated in a while but thought you guys would appreciate a bit of an Update. Warning this one is going to be Image Heavy! :) Here is some shots from the exterior landscape and the base, been working on fixing up textures and defining materials and new meshes such as a big vault style door. Also been working on the…
I think you should focus more on defining more interesting silhouettes, play more with the main pieces. I feel that you went to fast to detail, before having a solid/interesting main shape. I say this because the overall design feels stiff, because of what I mentioned. Even if your detailing is nice. The most important…
In my opinion, the second one is by far the strongest. I like how you have all that dirt on there and it doesn't look tiled. The first one, to be honestly, is reminiscent of a box made of bricks with windows slapped on. I'm no architect, but it feels as if you need something to define each of the floors - some kind of…
Hey Spatz, the outcome is really good. The front arc generators are much better now. I don't think the weapon really needs the tape and wires, because it has nice colors and textures. Wearing and dirt should give the final touch. General edges are still a bit too much defined and could give troubles when dealing with…
Ok I made some changes to the mouth,making it wider and fuller lips. I defined more of the bone structure as well as adjusted eyes and colored the eye balls to get a better picture of how the eyes should look. A lot of these features though are steering away from my reference and although I think this looks better, it's…
This would be super helpful. It's annoying that FBX export only supports the origin of the mesh being at 0,0,0. Exporting a mesh from anywhere in the modeling app, using it's defined center (in MODO speak) as it's pivot point would be awesome. Basically, move the mesh's center to the world origin (dragging all of it's…
I agree with Tumerboy. Right now things are confusing. First clearly define what style you are going for and what type of game. That will help you narrow down the look and the poly budget. Then work on the look of the textures to be what they are supposed to be. Right now nothing is clear on what it is. Somethings look…