The Nemesis system looks pretty swell, though I can see it getting real cheesy really fast. "You did X to my Y, back in Z" before every single boss battle.
@Revocare thanks for your thoughts, y the pose is the neutral T-pose. I will make the final posing with the finished low poly. But i did a little bending in the knee area, in my upcoming wip-version.
y u hate ff x character? tidus is rare breed character in final fantasy main character. :p . he is the opposite from whiny or emo kid in ff character. ( super hyper and cheerful )
If you want to keep the white cushion, making it a cream color might help, I think. Also, seconding the need for ao and edge wear. Might edit this post later to be useful and less phone-y. :)
what you want is probably 0,0,1 transformed to world coordinates? or you could use the dot product of the Z and X (or Y) worldposition coordinates I can't remember there being a specific world up vector.
You'll also have to find the center point of your texture, because if you rotate it without, it will more than likely just rotate from 0,0. The center point will be half your res. of x and y.
Download latest FBX for your versions. FBX should work well... you may have to change so it uses the same coordinate space. iirc... Max up vector is z+ while Maya is y+?
id like to add that you may wanna take a look at the metal part you stand on. In the real world, things like gum and stuff get stuck to surfaces like that. Y not dirty it up a bit?
For those that use Maya, here's a script I wrote a while back that does the same thing: //name: QuadConnect//by: PolyhertzstartQuadConnect;global proc startQuadConnect (){global string $curObj[], $vrts2Tweak[];string $origList[];$origList = `ls -sl -fl`;$edjList = `filterExpand -ex 1 -sm 32`;polySplitRing -stp 2 -div…