Yeah I did [ QUOTE ] 19/01/2006 01:51:10 Transfer of "fb_textures.zip" is complete. [/ QUOTE ]That's from my MSN history. You made some comments about the ears looking a bit dodgy and I told you that was becasue of the amount pixel space available Vs the highpoly detail for that area. Anyway if you want them I'll send them…
Thanks dudes! Love your work as well polygoo! Illusions: I think it's very generic; if you have the standard 3D skills to model something highpoly in Maya, then you should be able to transfer everything. If you can't manage that, then I think you need some basic Maya training before you should think of starting this DVD.…
there looks to be disobedient verts on the figner rises on the canvased handle piece giving you weird shading. you may want to experiment with making some of the bevels on your hipoly model larger to see how they effect your normal maps, some might be a little too tight. keep damage on separate layers and try your best to…
nice start, hope you find a solid candidate to model it (I might be down for it, actually) input/ideas: Make the machinery that goes over the top of the spinning blade a bit more open, maybe some struts and frame showing, to give the player a bit more information about the interior mechanism that spins and fires the blade.…
I really like your pedestal. Cool tree and crab. One thing I would advise would to be to take now what type of details transfers over in normal maps and what get lost, because you don't need things that are 4-5 million polys because most of that detail gets lost unless you use a huge map. (as far as I know). So for…
been banging my head werking on the pipeline ( like everyone else ) as well lately. Seems the ultimate solution may be to jes admit that skinning is an act of sculpting as much as any edge looping. Which includes skeleton placement and orientation. been experimenting with boning at the earliest stages of sculpting (…
it's a good start =D! You can probably lower it down some more by making a really low poly cube sticking it over top of your current model and then transfer map the normals to get rid of all the excess loops making the doors and cracks. Also I'd throw some dirt down on the bottom left corner and on the side like in the…
so its goodbye? - not a nice attitude the way I do such things is merging all objects to 1 unique Object together and unwrap that one (or if you have max2008/2009 you can edit multiple objects at once- but usually i use external tools such as UvLayout that eat only 1 *.OBJ file). Once you unwrapped and layouted split it…
Thanks guys. I looked for the old textures but this works been transfered from at least 5 different hard drives through back ups, portfolio reboots, hard drive crashes, etc that I have no idea where they might be. These were done like 2 years ago so looking at them now I see lots of issues myself but this was perhaps one…
Make sure you are plugging it in through a proper USB 2.0 slot. I ran into the same problem when patching/synching my phone when it was connected through the usb slot on the front of my case (which i could have sworn were usb 2.0, but it turns out I didn't set them up properly). Using the usb slots on the back of my case…