When you get to the part when you have to make a choice, you can just exit to win (if you're playing on a PC), duplicate autosave and rename it to an normal save. Then just load that point and you won't have to play through the whole Citadel part.
Do that first. Marmoset ain't best for places where you need baked light maps. I'd also rename your thread subject line. "any feedbacks please" is less attractive then "photorealistic bedroom in Unity" and less explanatory of what you're trying to do.
draco is lolz. i like him edit: i will say that your steampunk environment is hardly steampunk, i would consider renaming. looks more like an average mine/war scene. steampunk needs moar ridiculously scaled gears/blimps/windmills/propellers.
btw, if you're trying to run the snes emulator, you'll have to get the second memory card eboot.pbp by extracting the data.psp from the snes eboot.pbp file.. (then renaming the data.psp to eboot.pbp) http://pdc.me.uk/pbp/ <-- (use this extractor) the first eboot.pbp can be retreived the normal way..
I'm not quite sure what you mean on the increasing the normal's intensity, but if you don't think its displaying properly, you might have to flip the red and green channels in photoshop. As far as making it playable, you have to rename your file to DM-[levelname]
[ QUOTE ] Now why has that link never shown up before? :O [/ QUOTE ] My bandwidth wasn't ready for public consumption so I poked zakk to mirror it. Notice i renamed some of the zips to dodge some Marvel googling (like "fagneto")
Does anyone know a way to mirror a rigged arm in modo? I mirrored the skeleton, and the mesh and renamed everything. But somehow I find no way to unbind the left arm from the right skeleton. So that I can then bind the left arm mesh to the left skeleton with the premade weights. ?
Hey sorry for the late reply. For some reason my lightmaps weren't importing from max so I renamed the object and imported it under a different name which I swear I had already tried and it did nothing but this time it's okay. Thanks for the reply
ah, thanks a lot. Great info! have you tried crowbar to decompile the models? it works better, doesnt need a sdk to decompile and the whole renaming shenanigan. Also you can use the Dota 2´s studiomdl.exe to compile. http://steamcommunity.com/groups/CrowbarTool
If you want a quick transformation of a component, you can go up to the top of the Maya window just underneath the Help menu to the three X Y Z boxes. The icon adjacent to it lets you pick between absolute/relative, renaming and selecting scene objects.