Reloading animations can reveal those unseen bits. Also holes in the mesh can cause shadowing errors. Deleting a few faces here and there doesn't really save anything anyhow, you would have to delete a bunch of vertices to actually save transform cost and/or memory. (as always, great advice EQ!)
Hey there! Here's another one. This one is a very common and popular creature/monster in the Philippines called a manananggal. It's kind of like a vampire but not really. Story goes that at night, an innocent-looking person transforms into this creature and goes around eating people; most notably, they love unborn babies.…
But how much of that is computer games being so closely tied to computer literacy? There are obviously legions of people who thought that Transformers 2 was an enjoyable and coherent experience, but I would guess most of those people dont know how to use the internet for anything but sending chain emails of funny cat…
Thnx man, super usefull! Maybe its an idea to add a freeze transform at the end of the symmetry/mirror script. Had my own sort of similar script and ran into the situation a couple of times where I used it on my highpoly and the normals were reversed on export because it was -1. Just a suggestion, cheers!
You shouldn't need to change software to get this to work. What are you using now? Blender? I don't know the Blender term for reset xform(Max)/freeze transformations(Maya) but there must be something equivalent to those functions. Try that and triangulate before exporting to xnormals, that seemed to help in that other case…
You could use that but i was thinking more of a system to quickly mask off parts of the model and then perform transforms etc if possible just like zbrush although I bet that is quite a bit of coding. Using poly select or mesh select would work similarly but takes more steps plus there's no falloff.
I've never used snapping when making inorganic objects... I just make sure all the points line up (not hard if you start right) ... failing that, Absolute transform type-ins get the verts in the right place. Then again, I don't like anything but a 0.5 degree angle snap
Seen a review from a guy on youtube. He's been a Alien and Predator fan since the 80's and has made several Predator models in Max. He said this film had no substance and was a piece of crap watered-down experience... I'm thinking kind of like what Michael Bay down to Transformers?
I do the technique as above. Yes but the UV space and the bitmap are two different things. Just set it to render a non-square bitmap. I just use the transform gizmo to stretch the UVs. It doesn't make texturing difficult since you can render out bitmaps any size you want.
yes, either animate it by hand or constrain your bones to a clothsim that's run on a higher res version of the cloth piece in question and bake down the transformations for export into your engine. in some games, this clothsim thing is handled realtime, however the results are not perfect, especially if you have bodyparts…