yup, Use a polygroup so you can hide and easily mask that area. Also set a morph target in its default state so you can use the morph brush and "erase" back to the original state should you affect that area.
Changelog: Vert Stitcher supports Edit Poly modifier with Soft Selection. Weld Verts not works when the source or target object have Edit Poly modifier on top of their stacks. Demonstration. Drop On supports splines(Editable Spline and Line objects). Demonstration.
I could be way off the mark here... but is this what you want?: http://www.garydave.com/jing/MorphFlatten.swf Edit Seems to work fine the other way around too. ie, apply the Morpher mod to the flattened mesh and use the original as the morph target.
I haven't personally heard about textures losing their res due to lack of polygons, but there is the case where extra geometry can help with mipmap res. http://wiki.polycount.com/ModularMountAndBlade?action=AttachFile&do=view&target=Modular_MountBladeMod_02.jpg has an example
Yeah I understand now, I was sure that was not the stroke xD. You are right. I will change that. About the morph target I can't make that without remake my Zbrush no ? Thanks you again for your support and please continue like that :p
just finished this last night. loved the fact that a few areas took me a few tries to get through. overall I'd say Moscow looks pretty dam god considering we have over 90 warheads targeted at Moscow alone.
They should have officially named this movie: Alien vs. Predator: Apology for the first Alien vs. Predator. killingpeople hit on all the high points. I had a good time. The Predator kicked some serious ass. Triangle targeting technology = win.
Which is why I asked because this is something your engineer should be involved in. * We have no clue what kind of game. * Quality of the engine. * Quality of the shaders used. * Target output resolution... * Etc... Too many variables for such a question. Good luck.
$point01 is any ol' point helper in the scene used to define the direction of the sort the second script generates the target mesh and a point with random direction as proof of concept. you could replace it with sortedObj = sortMeshVerts (copy $) (MatrixFromNormal [0,0,1]); to give a vertical sort
From a graphics optimisation perspective the real question is how many players will be on screen at any time and at what LODs, rather than how many in the map. Also work out your target hardware. My intuition would be to steer away from UDIMs or any SVT solutions as they should be mostly unnecessary. If you can pack…