Off the top of my head, there's Lattice and Wrap deformers, With lattices, you can use the Deformer set editor to add/remove additional objects as you go. Wrap deformers can be a bit messy in general, but you can use them like a custom shaped lattice and can give great results depending on the scenario. I don't think you…
Rick, thanks man :) mostly that's polish work I'm not even close to but I'm noting all those down for when the time comes! Razorb: yeah totally agree. The walls do differ a bit with each area with the intention of creating different looks, but within one visual theme to keep 'ship types' bunched together. One thing which…
Hmm at this point I'm not too sure what the bottleneck is. I'd like to say it's the draw calls or the number of textures, but the truth is I really don't know. Have you made your environment with 1 one object = 1 texture? If so you might want to look at texture atlas techniques which aim to reuse one texture/material on…
Hello, I posted this in the tech talk forum but haven't received a reply so I figured I would move it over here to try again. I am working on the pipe organ and I baked out an AO using xnormal. I am having an issue where I'm losing my smoothing groups from 3ds max when I export it as an obj using guruware obj exporter…
[ QUOTE ] It's got a nice inner city "lived in" look to it. [/ QUOTE ] There is no 'lived-in' look to it - it looks like it was just built. You've got a disparity in your polycount and texture resolution - the polycount is about the same as one of the PSP titles, but the texture sizes are bigger than most PS2 titles. For…
Well tried the boolean method but for the life of me I couldn't get it to work. So then I tried to do a displace map, but the polycount required to get the result I wanted was to much to bare. So I ended up taking a more direct approach and thought I would share my method for others. If someone sees a way I could simplify…
You've got a hierarchical node above the object which has an awkward scale? For instance a group? It's very easy to recreate this dilemma. Make any new object in Maya, group it, scale the group along one axis. Now select the object and rotate it. Skeeeeeweeeeed.
sounds like double transformation! curve controls surface and parenting both to a controller results in: parent scales curve which scales object (as long as it has history) AND parent scales object created by the curve again. solution: parent only the curve to the control but not the object.
Ok, here are the screenshots of a very simple sample object. The engine i used for testing in the cryengine. On the HP Object is a turbosmooth modifier applied. As i wrote if there are not stitched together, it works fine. @earthQuake i tried both ways, before and after triangulating the objects.
Your low poly objects are not capturing the high poly object. That simple. You stated it yourself. Add more geo to match the low closer to the high and you will see your blackness go away. Otherwise, deal with it! Will the camera view ever be that close to the object?