ah awesome! gotten some good information back xD thanks guys... I guess I've been going in a similar direction but probably not as complex as exporting .fbx files to maintain co-ordinate settings like you guys are... the closest thing I've been keeping in mind is things like xNormal requiring to export at -Y for it to work…
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…
This might have been mentioned already but using modular chunks can also help with object culling. If you have a hallway built in segments, those pieces can be culled from the scene in stages instead of waiting until the whole hallway is out of view. Of course tracking a lot of objects can be a big drain too but its…
The Maya default unit is centimeters, so anything exported to Unity will be 1/100th the size of what your're probably expecting it to be. You can set the scaling compensation in Unity's import settings, but you'd have to remember to do this for every model that you import. FBX has it's own settings for scale as well but as…
@dasilvardas It's definitely better to export your normals using a 16 bit TIFF image at first. Once you're done texturing in substance you can export your normals to TGA or whichever format your engine uses. As far as smoothing groups are concerned, if you have a synchronized workflow, (meaning the normal tangent space is…
Well, we have to recreate them, we don't export those from Max. We have some cool blending code that apparently requires more intense tangent calculations. But anyhow, even if you export the tangents that Max creates, you still have trouble wrapping a 2D flow across a 3D surface. You're going to have to have some seams…
OK, so I've had the first *rough* pass of the reel done for over a day. It's eight and half minutes long, lotta fluff n stuff to be sorted out. However, every damn time I've tried exporting it from Premiere the export's crapped out at or near the end. I don't want to spend another few days in another editor trying to start…
I like the designs of them but there is a lot of optimizing that could be going on. For example, in Part 2 A, that edge that runs across the the top of the blade / handle could be removed, halving the number of polygons used. A good way to optimize is to remove polys anywhere that the silhouette won't be affected by doing…
You can go to the old file and export the skin weights. (should be under edit smooth skin menu) :) Then open the file you lost the skinning on and import them. You might be to re-skin first with just a default smooth bind or w/e. I'm not entirely sure. Check the maya documentation for the specifics. It saves the weighting…
If you're asking about terrain for games: In XSI, you can apply a weight map to a surface, and connect a push modifier to that weight map. From the weight panel tool, you can paint the deformation onto the surface in the viewports. Easy way to do this is simply select Paint Push Tool in the properties window. With that,…