For Blender users using "data transfer", I created a simple setup that someone might find useful as well. 1. before starting actual modeling create a linked duplicate of your object 2. add a "split edge" modifier to the duplicated object, turn off "edge angle" 3. add a "bevel modifier" to the original object, switch limit…
Hey JhGreene, cool attack, but your spacing needs a lot of love. The big thing to remember is that heavy object (a big axe for example) tend to move slowly at first until they build up inertia, the faster the object is traveling, the broader the spacing where by contrast the slower the object is moving the closer together…
For next time since you already made the piles, looks like maya? Is there a similar copy option in maya as in 3dsmax where you can clone an object and instance it so that you can then "edit", the "original" mesh and also be editing the entire pile so that, this situation you speak of with the "ugly-unoptimized meshes", are…
Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
Hello! My name is Mikhail Stroganov. I am a 3D artist from Russia, living in Vietnam, Ho Chi Minh City. I am a professional 3D asset modeler for the gaming industry and currently work as an environment artist. My responsibilities include developing realistic environmental assets, including both natural elements and…
I need some help with this one - been experimenting for days and not getting anywhere. I am trying to attach an object to a character in a mufti player game, the object (yes a mover / kactor), I attach the object to a bone with a specific orientation and offset. All looks well when i run the map locally (e.g. within the…
Hey guys, just checking to see if anyone has the answer to this problem outside of the potentially long way I fixed it. So onto the problem, I bevelled an edge of one of the objects shown in the images below and when changing from 1 to 2 segments it would cause a crash and corrupt the temp file that it saves out. I've…
So I figured it'd be good to discuss breakable environments. First here are some examples, some are procedural breakable objects, some are purely replacing unbroken objects with cut up meshes, and some are a mixture, it seems. Gears of War 2 tech demo/Unreal Engine 3 improvements (procedural mixed with various art assets?)…
Hey everybody, I've been doing some tests since i'm making an object that consists of a lot of different sub-objects that have symmetry applied to them to save texture space. A fairly simple object of this is the barrel below: The edges of the bake came out quite smooth with almost no artifacts so i'm happy with the…
I would say no and no. The AO artifacts are due to the intersecting objects - so the way to solve that is to merge the objects or enable the Two-Sided setting. I wouldn't recommend overlapping UVs - this might cause other problems as the faces are unlikely to line up perfectly. You could isolate the UVs that are completely…