No need to animate, i was just looking for something quicker than hand placing. what i ended up doing what just making a mash network for each curve and make a new target mesh for each as well. it was a bit of clicking, but then for each curve i can rotate by adjusting the linked target mesh. some final cleanup on…
Sure its horrible if your targeting everybody.. but targetting everybody would just create a shitty product. that said, why is it that i post a joke and everyone rebuts it like i was being serious. *edited out my own personal hatred of consoles rant*
This is how I do my zbrushedness. I bring in the model and create a morph target then subdivide a couple times and then switch back to the morph target, keeps the bulk of the model.. here's a tut with it in there; http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=53
[ QUOTE ] and target results so I can see if I'm up to standard and practise? thanks. [/ QUOTE ] Dunno about art tests, but as for target results, walk into a store and buy any new videogame. That should be a pretty good start for comparing your work.
I haven't done coop yet but just screwing around getting agility orbs was a blast. Driving around seems to be real meh to me. I love the targeting system though. It's the first 3rd person action game to nail targeting in my opinion.
You could use the weight attribute on the constrain node. add another target(null) to the constraint with the jaw's position @ it's relaxed state. Keeping the weight attribute of that null target at 1... Lower the original weight to a value lower than 1 till the teeth no longer penetrate.
If the UVs somehow got deleted in zbrush, you could try storing a morph target and reimporting the original obj. As long as the vertex order hasn't changed it should automatically reattach the UVs (and you can use the morph target to switch back and forth between poses).
It actually depends on what your target is. This concept art is from a videogame, and given the size of the object it would never require that many texture sets, even if it was a hero prop game asset. If it was for a vfx it might be acceptable for very high detailed closeups. As a game prop I would imagine the lead to ask…
I dont think the shooting has much to do with the outcome. Its people looking for an excuse. When people are targetting random houses, flats, shops. Thats not targetting the cause of their anger. There just shitting in their own garden(although there not because there probably from different areas).
I still don't get why you say only target model matters. My target mesh UV is the same as the high poly mesh UV, except that the high poly mesh UV is divided into little faces and are all seperate from one another.