howdy folks! i started mocking up some kind of sheet metal cold war .308 battle rifle. i was going for something kind of half-way between a fal and an ar-180, my final goal is a fallout 4 mod if i can find an animator. any crits before i go ahead and start modelling this?
jw , what every ones computer stats are :P mine: Asus Radeon 4870x2 crossfired with another Asus Radeon 4870x2 3.2 ghz processor 12 mb cache 1 TB samsung 7200 rpm harddrive 8gb ram XP 64bit Asus Maximus Extreme mother board razers diamondback mouse Cyborg keyboard wacom tablet
HP - looks awesome, thumbs up! Unwraps look pretty messy and need to be more efficient (5% waste TOPS!). Tile identical pieces on top of each other, only leave unique UVs for unique damage/textures. Check out this Benelli Orb made: http://orbart.free.fr/index.php?Gallery=102
i7-5820K is $300 from Microcenter, 3.6 GHz boost, 28 PCIe lanes. i7-5930K is $500 from Microcenter, 3.7 GHz boost, 40 PCIe Lanes. The i7-5930K is only better if you need those 40 PCIe lanes. That extra .1 Ghz isn't worth $200.
The simplest solution would probably to render the turnaround at 300 seconds, and then compress it to 30 seconds. Just grab every 10th frame, and put those all together. Have you got FRAPS? It allows you to capture video at a custom FPS, which would save you a lot of manually grabbing images.
1. 25-30k tris seems to be the ingame resolution, you can easily google for the 3d models for reference 2. didnt care to look into the textures but really should be simple to find 3. makre sure armor and body have pretty much the same topology, this should make rigging a lot simpler.
I use UV Transform to map 2D faces on to 3d characters. discussed here: https://www.pixelfondue.com/blog/2016/10/24/modo-102-2d-face-workflow-on-3d-characters You can also map image sequences onto the geo and move them around by moving the texture locators.
A laptop is essential. I take notes and all that at school/uni on a crappy 300 dollar laptop and I have corel painter and photoshop on it and I draw when I am out. So yeah portability is a major factor. I was thinking the asus because of the 2gb video card but I wasnt sure.
That all depends on the meshes. In the example I cooked up just now it never went much higher than ~300 polys. Make sure you are using a PRO-Boolean and not just a boolean. ProBooleans recalcuate the triangulation and vert count on each frame, I think regular booleans just keep multiplying
check out: http://www.sidefx.com/index.php?option=com_content&task=view&Itemid=322&id=1482 the same can be done in max with the cloth modifier in which you can define as well different material types (not just cloth) and make soft vertex selections to define unaffected or different material behavior.