Ah, that makes sense. Wow, this seems oddly more difficult than it should be. I wonder if placing bend modifiers to bend a straight track would be easier/faster? Just brainstorming.
throw an edit mesh modifier onto your object before exporting as an fbx. as long as you don't collapse the stack, it's a non destructive way of making sure it's exported with the proper triangulation.
There's the time tested trick of: * duplicate the mesh * add a push modifier (or maya equivalent) * Flip the normals * Apply unlit black material edit: I was looking for an image but I found this thread.:
If you saved your file in the default SD library folder, it will always be read only. If you want to modify/fix the substance, open it from another folder than the library itself.
em,I have considered Alpha strips,But I am afraid that It will not become more stereo.No experience on physics modifier .Do ou have example or tutorail even though UDK?
Thanks, guys. I really appreciate the kind words. I've been working on my turret design. I modified it somewhat from my original sketch, but kept the base of the idea.
In Houdini I can paint selection and just force this selected polygons to have cusped normals. Or do this procedurally. I think in 3dsmax you could use Edit Normals Modifier.
Not really xnormal related but.. A turn to poly modifier set to force convex faces generally deals with this if you dont want triangle output (eg. If you're going to maya using fbx)
perhaps you could use the modifier stack like so: UVW unwrap Mirror Editable Poly or inplace of UVW unwrap use UVW xform and flip the axis you mirror on
Is this what you're talking about? If so you need two splines, a path and a profile shape. On the path you apply the "sweep modifier" and then select custom shape and pick the profile shape.