What value did you put in Painter for the Max frontal and max rear distance when baking? It looks like the value is much too high and picks up a lot of details it shouldn't (ideal value should be close to the default, around 0.01), also what does your high poly mesh look like?
when doing the quick rig, do the step by step option. It lets you change the binding settings. By default it is set to linear iirc, try setting it to dual quaternion, it should give you better results. The axis on your mesh seems to be rotated weirdly. Try freezing your lowpoly first so the transforms are reset.
My PC died completely so I was stuck till the new one arrived. Since I lost most of the work I started the ship again from the beginning, So here it is the completed low poly model. Tomorrow will start work on the high poly. the images are renders from Marmoset Toolbag 2 with the default material.
Nice job! The poses are really dynamic and I'm loving the colour choices you made ^^ (ALSO those gauntlets look bad ass, especially in motion!) on your sketch fab model; it doesn't look like you've enabled 'shadeless' by default in the settings - I recommend doing it as it makes diffuse only models look much better!
Ahhh.. sorry. Then put the light in an LOD group. then add yer Object proxy to the LOD group. ( light on top as default depending on whatever distance strategy u have ) tested 100% grade A "werking" ( unless it's not ) Edit > Level Of Detail > group Re: locator attr: Lamont, it's probably a divide by zero failsafe fer 2009…
Sounds like you haven't been setting your project properly. make sure you have a folder set for your textures (it defaults to sourceimages). Then it won't matter where you put the project it will load relative to the project folder. ie C:/something/something/mayaproject/sourceimages will jwork just like…
Mudbox's default lighting was annoying me. :D It's looking better. Still can't put my finger on what's bothering me. Perhaps once I get some vegetation and plants around the base, it will look better. I made the top part droop over more and it really does help out alot though!
on the mac, i just switched the viewport options to turntable and rotate around selection, spun the view a couple of times... aaaaaand... the default cube in view exploded into rainbow colors and blender vanished. :D think i'll give it another try in a couple of releases. if it's that easy to get the thing to crash, i'd…
As far as I know the latest or any version I have seen for Havoc content tools in both max and maya, convex hull is on by default. You have to make sure you add "Ridged Body" to your collision model first before you can change the collision type (IE. Mesh, Box, Convex etc..).
Maybe not. I'm running Windows Vista 64 on default settings. Last time I played about with the privelages, I ended up totally messing it up and having to reinstall Vista. So if I go to d3dgfx.drv (BTW mine is .drv not .ini) properties - Security - Change Permissions - Permissions for Users - Allow Write (Check). Is that ok?