I'm assuming you're talking about getting a model with animation from Max to Maya? Select the meshes and export as an fbx. In the export settings there is an option to set the target up axis (Y-up for maya)
Also with unity3's new renderer non-shadow casting per pixel lights are very cheap, vertex lights are probably going to be useless unless your working with a very low end target.
Target- I think you replied to the wrong thread on accident man, there is a help/faq section for any questions you might have :) Some more art, got a little delayed in posting this... Rumble
Very nice progress, looking foreward to this one. Also some of your Yellow/orange part could problably be in the lowpoly. Depending on what target polycount you are aiming for. Just sayin it could be done.
I normally set the verts to be constrained to edge, and then move them manually till they sit on the surface. Then I target weld the other side to it. It's almost 99.9999999% accurate, depending on how well you eyeball.
What is a good target polycount these days for a UT2004 player model? I've mostly worked with 2000 to 4000 polygons. I imagine with the newer graphics cards out there alot more could be added. Just curious as to what I should shoot for these days
i use both initially, decimate to a target count, optimize 90%, weld at a micro threshold to remove small things, give it a look over (delete incidental dynamesh pockets), then clean up as necessary while unwrapping; embracing that inner slug.
Thanks! I'm going to rig her for sure and do a bit of animation. I'm also going make some morph targets for basic facial animation. Maybe figure out a way to do drool as well :)
Hello, in what color space does DDO export the texture maps? And does it differ when using different export Target Profiles? I never now how I should set the renderer to interprete the maps. Thanks in advance