Hi all,
Just wanted to let you know I've begun getting Goro into 3DS Max from Gojira's original zBrush model. I'm going to start rigging him up. Gojira did a beautiful job of maintaining a nice clean mesh so rigging should be easier. I'm just tweaking the SSS shader in Vray so that his skin looks a little more realistic.
I have a Zip file with Scorpion's sprites in the MK1HD folder, you can put any updated sprites inside that .zip file.
When Interloko downloads the files, everything goes at once.
I found a way to fix normal map rendering in max a couple days ago. There was a problem I ran in to with the seams showing up in max, but looking fine in other programs.
First thing to check is if the Green color channel is flipped in the normal map.
If that doesn't fix it, go to Customize > Preferences > Gamma and LUT
Turn off "Enable Gamma/LUT Correction
In case anybody needs that info, it fixed the problem for me.
I'm starting the spear toss animation today.
His eyes should be higher on his head. He is half dragon, but not alien from space. (half reptiloid with small brain)
This is Gojira's work, for the new members
Thats what i call: transform good to betterIf it's really a problem, I can make an edit to the head otherwise we should move on.
Thanks!! I'll check it out. I ended up working on this mostly in Maya... took it into Zbrush for a few minutes to tweak then brought back into Maya. I'll try Zbrush a bit more then.It's getting there, I wonder how are you editing the face, classic style or sculpting?
I find it helps to get the mesh modeled quickly with the classic method, later tweaking it with Zbrush without adding subdivisions.
Jumping back and forth, from your traditional to sculpting package.
This Reference tool is pretty nice to work with.
http://www.digitalartistguild.com/misc/UtilityExplain/UtilityExplain.html
The spear toss is almost ready, I'm working on the cloth now.
The pull animation hasn't been started yet.