You da man!! I added this little piece to the shoulder and merged the vertexes but it doesn't seem to blend in with the rest of the character. I can't just add pieces like that right? I have to extrude them I guess or is there some other way to fix it.
The OBJ exporter that comes with 3dmax is very buggy. It messes completely the vertex normals ( specially if you export box objects ). Avoid it. Better use other format like ASE, FBX or 3DS... For xNormal better use the SBM exporter because will be the fastest to load.
Absolutely beautiful! The face is one of my favorite parts, especially the eyes and lips! Also I love the wings. Is each "feather" a plane that you moved the vertexes around for? Sorry I'm new to the modeling scene and was just wondering haha. Great job anyways!
Just for the info, you might not need the script at all, as Autodesk added this feature in Maya 2011 (maybe 2010, not sure). Edit Mesh > Detach Component now splits edges like the Split button in Max (doesn't completely break the vertex like it used to).
Hey a great scene! Even though my graphics card can't run dx11, it still looks great. I was wondering. There are a few Interp Actors in the scene. What is the use of that, since they aren't moving? Also, everything is really highpoly. Is this all for vertex paiting?
Hey mate, you can check out vertex magazine it has some articles about diffuse stylized texturing you might find interesting. They are not totally spot on for the dota 2 artstyle with lightmap using and whatnnot, but it can give you some insight.
Bridge will work fine for this situation. But if bridge did fail that means both edges aren't actually open edges (or they share the same vertex, which is highly unlikely with this particular model). If they aren't open edges then just select the polygons that are there and bridge the polys instead of edge.
What engine/renderer are you using? You can either use a Vertex Blended shader to 'paint' the cracks on your mesh, or you can use decals. Not sure which would work for you best. Also, basing this off any artwork? Cheers!
DepthBiasedAlpha doesn't work well (with different viewing angles) to tell the truth. It is better to use vertex paint, because not only it is more accurate but it saves alot of instruction count which is something desirable in games. Painting manually isn't intuitive but it is a fair trade-off.
Beat me to it Pola lol @Mane It works on a simple cube because its perfectly divided into quads Ngons are faces that have more than 4 vertexes per face they are usually bad and need be avoided Example of N-gon: Now divide that ish!