Yes. In fact, you should collapse often in Max, for better stability. Collapsing UV modifiers does not remove the UVs. Depends on the shader, you need one that supports multiple UVs.
Blender 2.5 also has a decimate modifier. I could never get Meshlab to preserve UV coordinates, and not sure if Blender does, as I haven't used it much yet in Blender.
How customisable is it? Like Silo? I love silo but want modifiers and deformers so am looking at moving back to Blender, if it can be setup almost identical to Silo that would be shweet.
I can't really comment on the development cost, but the main thing you need is the 100$ dev kit from Apple. My friend started with the Oolong engine, and heavily modified it from there.
well son of a bitch!!! a big thumbs up really! I've been using a stoopid hack with a modified shortcut which worked about 20% of the time. This works perfect so far!!!
Are you using Skin or Physique modifier? Skin has the Paint Weights tool which allows you to weight vertices/faces, and Physique has a vertex-level selection to link to bones.
I’ve recently gotten back into 3D modeling. So… what do you think? I used Makehuman for the basic figure. I modified it into an Ork and built the trike in Blender. I’m looking for comments and criticisms – what works and what doesn’t. The design for the trike is my own. (Although the banner was strongly inspired by one I…
TBH i don't really know. I was trying to stick to a game asset workflow, so thought that the lower poly the better. then add the detail non-destructively using a subsurf modifier. Is this wrong?
Sure. For LP part I used sharp edges and edge split modifier. I wanted to redo this part from zero, but I would like to figure it out, because this can happen with more serious parts.
In Max I did it with "Normal theft" script from scriptspot. Not sure maybe they did something in the soft itself now. Blender has super cool perfectly working data transfer modifier that can do it on the fly .