If you're finished with the sculpt and ready to bake the detail onto the final retopo'd mesh, progams like xnormal can handle the transfer. Just export the highest subdivision level or use the decimated version (if you find settings that work well for you) for the high-res target. If you want to continue sculpting on the…
I haven't tried them out with UDK but the skin modifier under the gizmo section has "Joint Angle Deformers" and "Morph Angle Deformers", which are morph targets that are driven off of the angles of the bones. It's a little more automated than trying to rig up your own morph targets to bone angles so if they are supported…
Thanks! Yeah the exploded views I'm showing here are purely for QA purposes. It's hard to confirm if a bake was successful when everything is nested in other meshes and whatnot. As for the polycount, I started with low hanging fruit and worked my way down until I hit 15k. There are still quite a few obvious edges I can…
You are completely missing my point. FPS is nothing but clicking on a player controlled target. That is it. The fact that is a GUN you are shooting, or a banana, or carebear rays of love, makes absolutely no difference to the mechanic. You can take those same FPS mechanics, and apply it to trying to catch flies with…
kodde, that is precisely the problem: I'm working on a low poly mesh. I can't really grasp ghib's method. I can follow the idea, but I can't put it into practise. Right now, I'm trying to break down the method to the easiest form. For instance, I have two objects. The red sphere is the base shape and the blue sphere…
Actually, think simple. If you have the ability within your project to do so, I would probably suggest morph targets for the ass and thighs bound to driven keys on certain channels within te rotation of the hip joint. Much simpler, You want to try to keep the machine from chugging if you have one, or more than one model.…
Hi! I would focus on hitting the visual target first. If the performance is poor, you can still optimize your texture atlases. While some pre-planing is good, some things turn out differently throughout the process and you'd want to be able to iterate on them quickly. Good luck!
Hi @alefrizzo I have a few notes if you'd like my 2 cents. 1. You're currently leading with some of your weaker pieces. The grass and mosaic, for example, don’t show your strengths as clearly as your environment work does. First impressions matter a lot, and you want to start strong. 2. There’s a heavy focus on props…
While I cannot speak for Maya there are plugins for 3ds Max and modifier in Blender that will project vertex normals from one model to another. Typically these will take the normal from the nearest vertex of the target. If the target is an inverted sphere that means the nearest point will always face the center of that…
Hi guys! I've tried this one the Unity forums without much help thus far - I'm getting the fairly common 'too many interpolators' error message when trying to get a relatively simple shader working. I'm using #pragma target 5.0 as I'm only targeting Dx11 hardware and it should be more than adequate. My struct looks like as…