Whoot
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Posts posted by Whoot
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ok, how that script works?

Customize ->Customize UI
category: "Erik's Tools"
tooltip: "Align Vertex"
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Argh, buttons fts, expert mode, shortcuts and quad menu's ftw. (Now I know why you are so slow at modelling)

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http://www.scriptspot.com/3ds-max/alignvertex-ms
Made a little script for this. You can bind the align function to a shortcuts with it. (I use numpad 1,3 and 9)
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This tool: http://www.ampsoft.net/utilities/TileViewer.php might help, I always use this program to check tiling for my textures.
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A4 Intuos 2 (old version without the buttons on the side) over here. Love it. Bigger is better.
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This also makes it easy to texture it in such a way that there are no seams visible at all! Which clever texture artist can tell me how, you'll win my prize!
http://www.3dtotal.com/team/Tutorials/Zorro_texture/zorro_01.asp
Do i win?

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Mew wip!! now the turret is almost finished, next wip with some new parts of the tank !!(
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Hey man, nice start, but you're missing out some details. Pic sais it all i guess. Scan is taken from "Achtung Panzer no.6". If you want more info/scans, pm me, i got loads

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Watched a couple of ppl here in the office play it. It's more or less WoW with laser guns and loads of grind quests where you have to slay 200 enemies...
And indeed Yahtzee knows all

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I pm'ed you, but are you looking for something like this? http://www.pilsje.net/erik/ship/
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Well, not really, you still do need to have the exact FOV angle used in-game, otherwise all the objects will be skewed. Also, if you're having a scene with loads of objects, make sure the merge all objects into 1 object (or something like that) is on when you import the scene into max. Max get really slow if you have loads of seperate objects.
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You're also in need of some modellers, texture artist and an animator, right? And you will be the one making up the story and be team "lead"?

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Game Developer released their salary survey data, might be interesting.
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And add me, Erik Bakker, to the Khaeon list.
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Looks a lot like http://www.scriptspot.com/3ds-max/lscmunwrap Have used this maxscript for a while now an it saved me loads of time.
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Even after smoothing it that section looks exactly the same.
Weld vertices?
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Reset X-Form
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Tried something completely different tonight. It's been a while since i did some real low poly stuff and i wanted to play around with giger's style. Although it's way too yellow (and/or way too saturated alltogether) for giger i like it better this way. About 500 poly's & 256*256 texture.
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German Schnellboot

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Nice map, i really like the BF 109

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U sure? I use 7 and it works great for me

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Looks nice

http://www.luxinia.de/index.php/ArtTools/3dsmax I use the LSCM unwrapping script a lot when unwrapping in max. Together with a modified unwrap script from chuggnut http://www.chuggnut.com/ It works really well

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Just use poly's and you'll be fine

You have a point with the level of detail you can control easily, but the only time i even considered using nurbs was when i was working on a psp game (a programmer told me that the ps series supported nurbs very well) but in the end we decided to go for poly's anyways.

Max viewports showing two-sided faces?
in Level Design
Posted
You can't fix this, you will have to delete those extra faces or recreate the object.