@dissonance: Always practicing!:) But I want to import it into a engine, but it'll probably be for a still shot laying on a box or something like that since I haven't found any guides on how to add it as a playable weapon. You don't happen to know any tutorial for that? Because that would be really fun to do:)
I usually don't bevel, but some game engines do not support smoothing groups so technically beveling is the safer option. Both wind up having the same amount of verts so it doesn't really matter, it's kind of your choice, but take what I said above into consideration.
Oops, I meant 2 bones = 1 for each breast, not 2 bones per breast. That's be overkill. And yeah, physics hate to loop. We just use a simply dynamic motion within the game engine to control it. The physics is useful for testing deformation within max and getting the skin sorted.
Milkshape had is pros and cons. The pros it can import and export various models for various game engines. Also its good to work on if youre creating models for the DS or PSP. The cons are its one of clunkiest and buggiest program ive ever worked on. They really should tune up that interface.
thanks for the encouragement guys :) early on i had some worries how all the blocky shapes would transfer to the lp, but it all worked out realy good, handplane normals are the shit btw. anyways nearly done with the set only the weapon, skinning and final masktweaking in engine left to do.
As far as game fx goes, those plug-ins can be used to generate flipbook textures(flames, explosions, glitter etc.) but you will eventually have to create the effects which use those textures in a game engine. So, getting UDK and playing with the tools and textures in it is a good way to start.
have you guys solved this problem yet? I am having the same problems as well :-( I'm using Maya and trying to export to .fbx to get it all into an engine called Beyond Virtual. (pretty much having the same problem :-\, plus my weights aren't exporting correctly either >_< )
The renderframework is not the isue here, remember PS3 doesn't run DirectX either. The engine is definitely coded in a way that switching render framework is no insurmountable issue. It's just that for years they probably never intended to run the tools on anything other than Windows; it's the games themselves that need to…
I wasnt sure if i could translate the whole small bottom to bigger top eprsona that the building was trying to convey, maybe i can work with it in engine to see how it goes. As for the textures, thanks for elaborating on what exactly needs help, ill see what i can do.
Hey Snake, there is an image of the scaffolding on the rock sheet pic I posted. if you want another image I will post one this evening. Hey Maxim, just go into UDK and reverse engineer and see how UDK does it. http://forums.epicgames.com/showthread.php?t=708535 try that and see if that works.