Don't get this wrong, but a game design that can't be accomplished by the team at your disposal is a bad game design. Rethink your approach, study masters of the genere you are doing and understand what they are doing. 75 'very different' monsters is more than tripple A studios would do and therefore a horrible approach.…
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Any time a normal edge is more than lets say like 75 degrees, you need to have a cut in the UVs. You can then create hard edges by UVs. The other option is to add more bevels so the normals aren't so extreme.
Here are the sample videos I mentioned. They've been reduced to 256 colors to keep the file sizes down, but the actual dvd videos are full 16 bit color. Carbon Fiber - 75 megs Spirit/Ghost - 28 megs Wireframe - 7 megs
Can you ever really stop learning a visual langauge? I ccant remember who said it possibly Bouguereau but I remember the quote well enough. In a letter to his friend at 75 the artiist exclaimed, I think I finally understand colour!
You could also go into the scale settings, turn on discrete scale, and set the step size to what you want to reduce your uvs by. Like if i wanted to make something 75% of what it currently is i would enter .25 and scale it once.
Ok, I found that an AO pass in mental ray with the max distance dialed down to the about 75-90% of the hair depth can get the look and feel close to the panda fur level. This is looking good enough for me now. Thanks again guys!
karera - its improving but the arms seem a tad muscular and the shoulder muscle is a bit off face is better but there are some odd things going on arounfdthe crease betwen the nose and the cheeks. i would say its 75 perecent there, but needs pushing a bit more
Really cool. One suggestion, Rather than using the smudge tool, I like to set my brush to a low opacity like around in the ranges of 21-75, and color pick like crazy from the resulting gradients. *edit* Jesse Beat me to it