I do my trees in a modular way most times with splines as branches. This gives me full control. If you want your tree to be a hero object with a lot of attention on it you can do the trunk with zbrush or mudbox and paint a nice texture on it and use the spline (or extruded along spine made branches) for the top of it. For…
You wouldn't have to weld every vertex manually. You would say select the faces of what your going to copy, duplicate faces (its an option under edit mesh) and then hold d and snap the pivot point to a vertex of the duplicated faces, go over to the area you are copying it to and snap the duplicated mesh to this area with…
Hi Butthair and ThrottleKitty. Thanks for the reply. My excuses. Let me explain....I have customized maya to mimic the way I work in 3dsmax. Working in max for me it's like playing piano.. I have developed muscle memory and I can't get rid of it. This is how I've set up my hotkeys in Max. Hotkey 1 = vertex ((selects the…
I have just checked it in the build I downloaded a week ago. It does do face weighted normals with its new super cool "weighted normals" modifier. I wish I'd have such one in 3dMax. But weird thing is even if I apply this modifier to geometry, even if I export to fbx and bring it back, still Cycles bakes the normal map as…
I think some of the parts of your mesh may be too dense for a Quake 2 model. The md2 format has quite an inaccurate grid of possible vertex positions. Even on those extremely low polygon models from back in the day (around 600 triangles for a character), vertex swimming was very apparent. The original characters that came…
It looks great so far! If you are aiming for a realistic environment, and you want to have a variable moss, you should make that variable follow the rules of nature (or at least some kind of rule). Basically the moss does not grows everywhere (like you have in your rocks) but in those areas where there is more shadow and…
froRetopo ? :poly142: Aka Topogun in Maya : http://www.froyok.fr/blog/2013-06-maya-froretopo-3-4-a-fast-and-easy-retopology-script I really liked the vertex based workflow in the first version of topogun (I didn't try topogun 2) but always preferred to work in Maya (since you have access to so much more tools... and…
If you need them to be the same vertex count, don't you need the original vertex order too? In my experience that's not so straight forward to copy unless the mesh happens to be a single contiguous surface. Anyway sounds like you'd be better off setting up a morph from the exported, quadrangulated model to a version of…
I'm not a coder and it depends on the engine. but nowadays everything is quite similar. to keep it simple: adding a second texuture means twice the load for the engine. if you can avoid a normalmap or any other new texture, you could use twice as many vertices for roughly same performance. practically i would always do…
switching coordinate systems doesn't have any effect other than changing the orientation of the gizmo. I do think there's an issue in editable poly where local space coordinate system gets out of synch with what you think are the vertex/edge normals - this only seems to occur in edge and vertex mode whereas with faces the…