Hello, Ive been trying to bake out an nCloth simulation from maya to get it into a game engine (Unity, The realtime cloth isnt really any good). . I have a few options that I've been working with and I cant get any of them to work right. 1) nCache. I have a plugin in unity that will allow me to play nCache animations. This…
I'm having a bit of trouble with a model I made and having it set up in Hammer, and viewable in the Model Viewer. My model looks like this, and looks like the following after compiled: http://img41.imageshack.us/img41/8007/finishedcoatrack.png http://img233.imageshack.us/img233/9671/strange.png *I should note that even…
I've been trying to make some tank tracks follow the edge of a simple tank model I've been working on, and after trying some things I still can't figure it out. Originally, I made a tank track object with Editable Poly and cloned it many times then used Attach to attach them all together. After using PathDeform it wouldn't…
Even when using a program like Zbrush that can really improve the modeling time compared to just moving verticies around? Maybe that's my problem is that I just don't spend enough time on my assets. I'm able to put together weapons such as machine guns/sniper rifles/ etc rather quickly and have them look decent but can…
For me it the Shadow behind me. "Am i good enough?" Yes, you have that everywhere if you work in AAA. But a humanoid is one level above. Worst thing that can happen is das your caracter cant transport the emotion the Artdirector wants to see and you have no idea how to fix it. Its not about moveing verticies around its…
You should show off the wireframe and texture maps as well. They really want to see how well you know your stuff. And I think usually they count how many 'Triangles', not 'Verticies' the model has. As for the texture; I think you can push for more contrast in all of them; either from the texture/material itself, or from…
Hypothetically works like mayas quad draw using surface complexity (using gaussian curvature) to populate particles that are used as verticies. In the theisis its just proof of concept but if I get to take it further id like it to take a rig as input aswell Yeah not sure why its often referred to as decimation; in my paper…
Sorry I didn't explain that last post. The chair is in Modo for UV mapping. I created a jpg image of noise and then did a motion blur because I found that some of my UV's were horizontal on the back part where it should have been verticle. This is just a trick I came up with to make sure the direction of the wood is…
That should be correct. The reason for the component editor is just to make sure that all the the verticies are 100% bound to that bone. When you run smooth bind, it distributes vertex weight across multiple bones. If part of the wheel was bound to the body it would deform horrible when it rotated. Next step would be to…
Do the same thing that jeffro's tutorial shows, but change the Bake To, to verticies. That will get all the lighting baked down to vertex color. Then to save the vertex color out go to Edit Polygons>>Color>> Paint vertex color option box ( the [] next to it) In the paint vertex color options there is a drop down for…