Yea I get what your after... now... Can't say that thread title or the first few posts helped heh. I wrote a script a while ago to toggle between View and Local, might as well share it. http://dl.dropbox.com/u/2336353/VigTools_CoordToggle.ms Save it anywhere, run it once and it will show up under Customize > Customize UI >…
Fantastic tutorial, thanks! Here's a script (not mine, check out the whole topic) that could help you in fast fake-ing round edges in 3ds max: http://www.polycount.com/forum/showpost.php?p=2337257&postcount=47
I wouldn't be so dismissive of splines. Most people don't use them to model surfaces but splines definitely have their place in modern workflows and I've had trouble translating some of these methods to Maya. Here are some things I do with splines in max that I have trouble doing in Maya, I'm still a Maya noob even though…
There are a bunch of ways to unwrap this but here is the most straightforward way I could think of. I agree with the help file that peel is best suited for organic shapes and even then I tend to ignore it and planar map the whole thing, create seams and relax chunks. Apply symmetry to get the full sword.* Turn on select by…
As for the alpha problem... remember that cutout transparency is very cheap. With big enough textures it looks like normal geometry. If you stay with blended alpha (transparent or fade) you can run into sorting problems. (There's a workaround for this in some cases. Enter 'debug' inspector mode and change the render queue…
We have an asset package for sale on the Unity Asset Store: https://www.assetstore.unity3d.com/en/#!/content/23349 Our rates are $XX and we do fast. One day or less for most assets. I've PM you for details.
There are a few FBX export tools floating around. I wrote this one specifically for use with Unreal4: https://dl.dropboxusercontent.com/u/2336353/FBXport_v1.02.ms Set the path: CLick the [...] and browse to the Unreal Project. Usually C:\Users\USER_NAME\Documents\Unreal Projects\MY_PROJECT No need to target the content…
Raytraced Shadows! I always use raytraced shadows. But keep in mind I've already found a way to make the transparent parts of the alpha maps invisible in the beauty render. I just need to know I can get the transparent parts to BE transparent in different render passes so I can do some post-compositing with overlaying…
Yep the method Neox outlined is what I would use. The TexTools UV>3D method requires a bit more work. TexTools really isn't designed to do this and because of that it won't make a good morph target, you need to break the mesh along UV seams so you have the same number of verts/open edges on your mesh as the UV layout…