well, those tutorials helped......i'm getting started on a snail. just for the heck of it. and, by the way, i KNEW that wings 3d was polygonal, but what i meant is that I never used to extrude to model, just edit the current vertices.
How did you get the shadow underneath the car? In wireframe mode I notice there's a plane under the car. Was this done in photoshop? Is it an ambient occlusion map? I've been trying to get an ao map but not sure how with a transparent plane. These are awesome renders that you posted.
A mesh gets triangulated when imported into an engine anyhow. The reason why meshes are retopoed mostly in quads is that it is easier to edit them while working on them. But, there are parts of a mesh that just need a few tris and that is ok. The first example of your post uses elongated quads which as a rule you should…
I don't know much about baking normals in Max, but it seems like your mesh is getting cut off. Probably because your search envelope is too small. The reason xNormal is not giving you that issue is because the default search distance is long enough to cover it all. But xNormal is not that good at baking hard surface…
Sneaky sound system are an aussie group, they tend to get popular here, then go elsewhere in a big bang.... So that explains where they came from. Hexstatic: [ame] http://www.youtube.com/watch?v=3jRJZWHyqy4[/ame] And if anyone likes a bit of the harder hitting stuff: Boreta:…
You can have a boolean or enumeration in the enemy char blueprint, that would change when it needs to go into different state. Then in the anim blueprint, you can just get that variable from the owner of the anim bp, and use it in a state machine.
I understand Substance Painter creates texture sets automatically for each Material ID in my .fbx file. But my use case is that I have a single model, say it's a monster, and I need to paint different varieties of textures on it (e.g. fire-type monster and ice-type monster). So far I create a different Painter project for…
TLDR; tell me what makes you happy, tighter? more polys? less polys? brawl more? or bra-wl less? Interaction & responses? whoa, really didn't expect this but yeah at least on my end i am hype. (for now.) @pxgeek : Yeah me to, wanted to get it out of the way though & see what happens if we did something spontaneous and see…
[ QUOTE ] I set things up just like this, only rotate the model instead of all that other stuff. Just easier and simpler for me. [/ QUOTE ] Yeah. rotating the character is easier if it's just one character. Rotating the camera is nice if you want to be able to quickly switch out models and keep the same motion with the…
Looks like a good start. One thing you might want to try is putting a simple human dummy model in there and the modeling around it. These curvy bikes generally have a way of being modeled to fit the human form so that the person riding it becomes part of the bike. Also if you are going for a traditional thrust system to…