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Posted By Saviour_Sephiroth On 28-09-2004 | Views: 1,701 Replies: 8
what you can try doing is moving the faces that you don't want to use outside of the 0,+1 range and keep the rest in. I'm not sure if that works but it should do because the snapshot only looks at...
Posted By Saviour_Sephiroth On 26-09-2004 | Views: 885 Replies: 1
hey does anyone know where i could get adobe after effects from it seems like an amazing compositing program that i'm looking for.

or if anyone knows a decent compositing program that they've...
Posted By Saviour_Sephiroth On 26-09-2004 | Views: 1,701 Replies: 8
well you can use either one. There are advantages and disadvantages to both methods. If you are going to texture the poly model and then convert to subdivs you have to be aware that you may end up...
Posted By Saviour_Sephiroth On 26-09-2004 | Views: 952 Replies: 3
ummm i think the whole point of this forum is for people to help eachother lol. i guess there will always be someone here to help u. but yeh just get ur hands dirty its the best way to learn
Posted By Saviour_Sephiroth On 26-09-2004 | Views: 1,095 Replies: 6
i guess if u kno abt the way a model is built you then kno how to animate it...i mean if you are working with low poly models then there is limited movement it can have and therefor in animating you...
Posted By Saviour_Sephiroth On 26-09-2004 | Views: 1,701 Replies: 8
UMM maybe i'm missing the point here but why don't u just layout the subdiv surfaces UV's and texture them? why do u need to convert them back to polys?. and if u are going to convert to polys...
Posted By Saviour_Sephiroth On 15-09-2004 | Views: 1,058 Replies: 4
the maya node system is basically a collection of different items (nodes) that you can link together, say for example if you wanted a bump map on a texture then you would first of all create the...
Posted By Saviour_Sephiroth On 15-09-2004 | Views: 1,122 Replies: 7
if you are going to use polys (and convert to sub-d's afterwards to get rounded edges) then make sure you add extra vertices (by spliting polygons) all the way around the edges, that way you will...
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