Thanks dude! And of course, but in the game, the gun on its own will just be vanilla iron sights, and will get scope attachments :) I should definitely include some on the render with them attached though!
You can grab my source files here: http://www.bencloward.com/nmtest_ben.rar I've included a .max file in both 2008 and 2010 versions so you can see the difference.
Wall of shame page with real names(loc?)(maybe include face pix?) stickied forever, problem solved? I think so, no? damn it. I thought we were past this. :(
I could ofcourse include that in the script, yes, but the idea is to be really able to "comb" the normals, mostly because that's just the most natural feeling way a flow map would be created imho :)
You can position a helper such as a dummy there, and link it to the hand for example, and export it with the bones. You will have to include this helper into your skin by the way, so you will be able to see it as a bone in UE.
Smart masks are a way to save mask setups for future use on other assets. But SP2 also includes a new multi purpose mask generator that acts similar to Enodmi's stuff yeah
Demo reels always suck. Unless you're an animator or an effects artist. Everyone else should show just images, and include a 3D viewer as an option. http://wiki.polycount.com/wiki/Portfolio
Your UDK skills are immense. If you do a breakdown, can you please include the lighting and dust particles? I'm so curious to know how you achieved those results.
Aye, I agree, I'll play with the settings a little more. Watched a couple of tutorials, including dvd from 3dmotive, but nothing solid. Nobody explains how and why they choose lightning.
It's valve's decision to make chests and what to put into them. While we've had polycount chests in the past, I don't think that polycount actually had any oversight as to what was included.