if you're using the official examples (Procedural), have a look at the "Sculpt Vertices" scene (in particular the "PaintVertices" script. From the looks of it, you have to reapply the new mesh to the mesh collider component for it to update that as well.
Long since I've updated, mostly because I've focused on gameplay and scripting, but stuff have finally been happening in the art-department as well. I've baked better lights and added a bunch of props.
here is a small vid of the "game" ... plus some more work on the UI visual and scripting.. [ame=" https://www.youtube.com/watch?v=P8-V9KOyGgA&feature=plcp"]Space Game prototype - YouTube[/ame]
how did you do the sweat down the side of his face? Did you hand place every one of those planes on his chin/eyebrows or is there some sort of script to "paint" them on?
That is annoying, I'm working on a project that I'll have to spend 20 minutes making sure all of the correct edges are hardened. I'm surprised no one has come up with a script or something that avoids these issues.
I agree with Axi5. As a beginner you should learn to model these things first before using pre-built meshes. For both practice and experience. It's like the difference between a 'script-kiddie' and a real programmer.
Amazing work! BTW I found on some models weighted vertex normals technique. Maybe you used quadchamfer or any others script or it could be classic normals but it looks like more weighted.
cly_ prefix on my mel scripts. I think it's well known TA law using someone's established mel prefix is a punishable offense. cly_camelCase.mel : cly general cly_gpHungarianNotation : cly global procedures
as far as i know. no. you would have to manualy remove the edges, or use an auto quad script, but those just do their best guess. its never goina be what you originaly modeled
I think they only plan on releasing ddo for free, but you can still get the original version of ndo here http://eat3d.com/blog/metalliandy/ndo-normal-map-creation-script-photoshop