yeah... mirror just rocks. dont forget to try out the skin tools in the tools rollout... it lets you output a copy of your mesh with the skin data baked in. you can then place this over another character, edit it into shape and copy the weighting directly onto them! its dead handy.
You could leave your LP as separate objects matching the HP, do the animated break up, copy them all, then use the collapse utility on the copies to get a single mesh for rendering. Keeps the animation on the object level, and gives a single map result. Albeit that would be a (scriptable) extra step for rebakes.
I believe it does not. I believe the rule is meant to prevent copy/paste, not to prevent using inspired stylization. IMHO the skin is inspired by R2-D2 and none of it is a direct copy. But hey, I'm not one of the Valve judges. If you want to be totally sure, then be conservative with how close you hew to your inspiration.
I NEED THIS GAME. I NEED THREE COPIES OF THIS GAME. I NEED THREE COPIES OF THIS GAME AND 5 PS4s TO PLAY THEM ON! Ok. no. but seriously, this looks amazing. The Mass-effect-esque "biotics" look stellar, and everything about it just makes my mouth water. I am SO excited!
you might want to start a new project using the FPS template and copy your content into that template or back up your current project then delete all the copy and pasted items and then re add it properly by adding the template into your project you can find tutorials on how to do this the right way.
If you have problem with the scale when you duplicate (strange thing, I dont know why happen), I could advice you to use maybe this plugging to copy-paste position/scale. https://www.zbrushcentral.com/t/scale-offset-copy-paste/213901/9 I hope this could help
That is not even remotely what I am saying. What I am talking about is working directly from an artists concepts without providing them credit. As in, you found a concept on pinterest, then made a 3D model that was a direct copy (or close copy) of the concept, and did not credit them because the source was not provided.
Thanks ! Also for not encrypted them. Was planning to do a little turbosmooth toggle tool hehe. Btw, you can copy paste uv shells inside the unwrap to stack them (shells that have the same topology, vertices order, so basically attached copies). I know people arent always aware of it.
I think the reason for not installing the MS crap is that even if you have a legit copy it sometimes goes off "MWHAHAHAHA WE CAUGHT A PIRATE!!!". This dumb "upgrade" quite often ruined the day in our studio, which was full of perfectly legit windows XP copies that came with our Dell and HP workstations.
Is it ok to bake a section of a model that you will rotate instances around after you bake, and weld the verts of these instances? Let's say you have a 32 sided sphere. you only want to worry about 1/8 of it to bake. you bake that 1/8, rotate copies and then weld the copies. Is this the same thing as editing the geo after…