yeah no plug-in for maya so pretty much what I have to do is create it in maya then export with this strange program that converts the Maya file to a Max file.
Not sure what its material cross overs like but I know shaders well in Max thanks to having to learn particle effect system in there. Like the worst particle billboard system in existance I may add but it sort of works.
And yesh alota posts 0_0
Let me get the high poly up first haha
Ps. I cant see a Maya plug-in being released since it uses mel : / Also not as many people in games use Maya. However Maya is better for animations that's why dice used it on mirrors edge as im aware.
Oh heres a shot of what im currently working with. My mechs all in bits for unwrapping.....It De-evolved. Not very interesting but may as well post it start to finish :) Also always nice to have pictures in threads....Even if they are just gradient colours x) Also ignore the smoothing groups atm
Once you're finished, I'm sure tigerija and I can help you actually implement it in the data editor, if you need the help. We've got quite a bit of experience in terms of what a model needs to actually function in game.
Owens!
are you modeling in maya? theres no plug in for maya yet :(
i know, DAMNIT I WANT A MAYA PLUGIN!
@ElGabster: Go
yeah no plug-in for maya so pretty much what I have to do is create it in maya then export with this strange program that converts the Maya file to a Max file. Not sure what its material cross overs like but I know shaders well in Max thanks to having to learn particle effect system in there. Like the worst particle billboard system in existance I may add but it sort of works.
And yesh alota posts 0_0
Let me get the high poly up first haha
Ps. I cant see a Maya plug-in being released since it uses mel : / Also not as many people in games use Maya. However Maya is better for animations that's why dice used it on mirrors edge as im aware.
Oh heres a shot of what im currently working with. My mechs all in bits for unwrapping.....It De-evolved. Not very interesting but may as well post it start to finish :) Also always nice to have pictures in threads....Even if they are just gradient colours x) Also ignore the smoothing groups atm
Once you're finished, I'm sure tigerija and I can help you actually implement it in the data editor, if you need the help. We've got quite a bit of experience in terms of what a model needs to actually function in game.
I think he can export that model as .obj from Maya. Then I can import it into max and add rigg onto it. Or he can do animations in max.
BTW yea, now when you said it, it looks kinda like Owens :D.