While nowhere near as extreme, all the capacitors of the 16v 1500uf variety on a ~6 year old Shuttle I have went out a short bit ago. I'm messing around with soldering on replacement caps as otherwise the mobo's a goner anyways. :P
How do place a parameter in the modifier tab where I can select objects and use them as a surface/ground in 3ds Max? I'm guessing I have to use MaxScript, but I didn't learn as yet. I want to it to look same as an attribute holder with parameters. Thanks! :smile:
Hey Everyone, thanks for the feedback, so glad you guys are liking this power team so far! At the moment Im making my low polys, but I wanted to post a place holder with Nunu in his battle chair. C&Cs welcome as always!
All the concepts seem very close to the default model in terms of the silhouette which makes them seem small and unimportant. Go for more volume and bolder shapes, you're kinda conservative here, especially in the neck area. The bracers are cool, but again, more volume.
Wii U Games 100 dollars? It just has to be a place holder on Game Stop website or something [ame=" https://www.youtube.com/watch?v=7iD3GPs4lX0&feature=g-u-u"]Wii U Games 100 dollars???? (Game News) - YouTube[/ame]
do you know, the original meaning of decimate only means to reduce by 10%. As punishment for failure/mutiny, roman solders were split into groups of 10, and through random selection one soldier from each group was executed by the remaining 9 </random factoid>
Neo...yeah the grip isn't really touched yet. and was kinda just for a place holder until i come up with a final design i like more. johny... smooth huh. you want some more smoothness... we will see... we will see.
Wait hold on I just realized that they released the player models with the SDK a few months back. http://www.teamfortress.com/post.php?id=2711 Cannon Fodders decompiler does work but you have to hex edit the mdl files as I talked about above.
Body so far. We have a limit of 6000 tris. The shoulder armor is more of a place holder right now. I'm having diffeculty with the boots. I'll be bringing that model into Zbrush so I'm avoiding all triangles. I'm using Maya 2011.
With the 4.04 update, Toolbag's backend switched from DX11 to DX12, and this had some performance and memory management implications. We also switched from Nvidia Optix to the DXR ray-tracing backend that is built in DX12. Generally, you should see improved ray tracing performance (render speed) but the memory use for the…