I've used cloth modifier in the past of bed sheets and stuff but HazMat Suit folds are really sharp( from what I Googled)I haven't messed around too much with the cloth modifier settings and I'll take any chance I get to use Zbrush to sculpt assets :)
I probably would just learn how to do it in blender or a student edition of Max/Maya first before moving on to Topogun. Stuff like topogun/dDo/quixel/etc are really luxury items. And before someone shoots me, I mean luxury in the sense that you should probably know how to do something manually in 3ds…
I started working on a run cycle for my character, but instead ended up making this little guy (I'm using the Decimate modifier after the Armature modifier in Blender) The animation is jerky, but I'll keep working on that :) Great stuff in this thread as always folks!
@pior I used either (i forget which) subdivide surfaces in the edit poly modifier or the mesh smooth modifier. I was under the impression they all did the same thing? @sprunghunt Could you explain how to do this and what the advantages would be?
I have too many KB shortcuts to remember and sometimes there are other modifiers above the one I'm working in that I want to also preserve, so I toggle off the turbosmooth by clicking the little light bulb next to it's name in the modifier list.
Glad I'm not the only one getting it MoP's suggestion of keeping the modifier on the stack works for the most part, but I seemed to get wonky scene issues after a while. Not sure if the modifier was the cause or not. I restarted max and it worked fine again. Strange.
When I first saw the white rifles the MNU was using, I thought it was a modified version of the XM8. I just found this though. http://www.imfdb.org/index.php/District_9 I guess the rifles were actually modified Vektor CR-21's
how would attach objects? I made the boots an editable poly and then selected the legs as well as the boots; then the modifier went away. I put another editable mesh modifier on top and I still cant get the verts from the boot to weld to the verts on the legs. I apreciate the help guys.
Use the Actor Variable, AirSpeed. In Kismet build a simple Key/Button Pressed event that connects to a Modify Property. The property name is, "AirSpeed", check modify property, and put the speed you want. Then be sure to link it all back to an All Players Object (P). That should do what you want.
Create a height map of the face. Use a Displace modifier on the foam to make it match the face heightmap. You can use a Volume Select modifier below the Displace to select the inner-most vertices of the foam, and enable Soft Select to give the Displacement a falloff. I'll work up a sample a bit later.