Funny thing is that there are reports that Shadow of Mordor was initially a Dark Knight Rises game back in 2012. Devs had also a Hobbit game in development, and looks like at some point they decided to just merge these two games
Sorry Jerc, I figured out what was up. I had my gray scale on my brush set to mid gray. When I was hitting X, it was switching, but at such a subtle difference, I couldn't tell.
A scene merge feature would indeed be fantastic ! It could probably work with a simple list of objects to import. I think that would be extremely useful, and would bypass the need of saving models out of the program. Very cool :)
Sword and shield on the Mery rig! I was inspired by Leona in the latest cinematic, A New Dawn, and how she bulldozed through the log in her path. Here's a first pass at blocking (framerate dropped in gif conversion *cries*):
Try this: Go to the graph editor. Copy your curve. Go to the frame you want it pasted. edit -> paste options -> and under paste method change from "insert" to "merge" -> hit "paste keys" maybe that helps.
Yeah, I would think if you have a hard edge, then you don't want the script to merge the edge normals (killing the hard edge), instead I would want just the selected faces' normals to be adjusted.
I've created a new scene and merged all the geometry. Works fine but your method sounds better. Thanks! :) I just love such an old bugs from Autodesk, those guys have a good sence of humour ;)
if you merge your meshes together in maya the polys/objects you selected LAST before combining them will draw on top because i believe transparent poyls draw in the order they show up in inside the file
You can extrude the ring of inner edges in on XY and with all of them still selected merge edges to center Also, you can set materials in unreal to be two sides, so you won't have that issue.
Sticking to floating meshes and merging everything together on 0.01% will save more polies. However; I do see many people using welded apprach as well. So I'd go for whatever suits you best.