So I have noticed some improvments. OBJ files import much faster. Converting a large amount of objects to edit poly is much faster. I can see both blue and green vertices in Skin Mirror mode. (Usually thew blue side was always invisible.) But actual viewport interaction is slow when running Nitrous. And about the same as…
EarthQuake: Hard edges don't necessarily double the vertex count where used ;) It depends whether or not the model format being exported to supports vertex normals. Formats like MD5 that don't bother exporting the normals for geometry, assume completely averaged normals, so to get something that simulates a hard edge, it's…
Hi Moose, Would it work to turn the uv map page in the angle that I need it when I'm colouring it and then return it to how it was when done? Hmmm I recall reading somewhere from this site that I need to make as much lines go horizontal and vertical as much as possible to give a more crisper texture. Can anyone upload an…
Yeah, incredible that Max doesn't handle this simple thing by itself. You might want to install Funky Bunnies FB Sub-Obj Pivot http://www.funkybunnies3d.com/tools.php The script align a working pivot to a sub selection. Very useful. You could then select top and bottom vertice of the hole, align, then shift extrude the…
jrlogan> Not accounting for possible performance loss due to thin long triangles, going bevels/chamfers might end up costing you the same amount of vertices as going separate smoothing groups/hard edge. http://tech-artists.org/wiki/Beveling I'd personally prefer going for a beveled/chamfer approach. I find it easier going…
-More vertical (topview) shooters (Mushihime rocks!). -More 2D fighting games (Street Fighter 4, new Guilty Gear is on it's way though ). -Good fighting games (like Naruto (gamecube)) one based on Bleach and one on One Piece. -Gradius on a new portable system (to make it worthwile buying one). -Hiphop oriented Beatmania…
I suggest posting an assortment of images instead of a low quality video. Other than that, the only thing I have to suggest is to weld some of those vertices in the window. It'd reduce the tris count a little. Here in this pic I only did it for the top of the window, but I suggest welding some in the ledge that is place…
bounding boxes are all ok but the problem is bugged UVW unwrapper. I got solution on other forum to detach one windows and unwrap it then copy it few times. Wierd thing is, when I had single window, UVW align was still off axis but after copying windows, wielding vertices between them and again detaching one window I have…
This is just a case of needing more geometry. If you start by using a cylinder with enough sides, you won't have to add in vertical support loops to retain the shape. Here's an example starting with a 60 sided cylinder. If you want the edges to be sharper (which is usually not a good thing) then just start with more sides.…
I model entirely in quads to create my Zbrush base model, but before I bake out normal maps, I'll edit a few down to triangles here and there if I think it'll make my life easier when skinning/weighting the mesh to the rig. Otherwise, I leave it like it is unless I'm working on a game that is either losing performance to…