Thanks for the info, it helps considerably. Does this mean a cube mesh from Maya is more expensive than a box collider component? What if the cube from Maya still had all its transform data intact, like scale and rotation?
hmmmm, it is possible I posed it wrong. I just quickly used the transform tools in Zbrush and maybe I put the wrist's bend a little too high, making the hand look longer. Will find a cooler pose for the final presentation. =P
Thank you for the insight! I actually just finished watching a tutorial from DT over SubD surfaces and the tools seem to be much better. Is it common practice for the finer points of game models to be transformed in SubD's then converted to polygons before export?
I'm not sure what you mean, undo works with transforms for all object types. Can you double check this? There may be some sort of bug. Please let me know if there is a specific series of actions that causes undo to stop registering.
The local transforms button (you'll want the button unpressed in order to stop centering on the most recent editing point). I keep it on for the most part as it really comes in handy when one needs to quickly zoom in and orbit around specific parts.
sucks to hear transformers was awesome! I hope publishers start realising that these type of games dont make money anymore people expect more nowadays. hopefully this drives activision and other pubs to focus on less licensed and more original IP.
yea this should be locked... The petition has been vastly overshadowed by various opposing arguments and has now been transformed into this ultimately fruitless flame war. Come on guys...we are better than this BS. People are what they are and the best of luck to everyone.
Wings3d has it as well. In Wings you can transform according to any vector/direction that is indicated with the geometry and a few more. I've been looking for something like this in max for ages. There's only kind of edge straighen scripts nothing thats as good as that.
About the last one, what if you save the workspace and reload it? Not an answer really. I like the F modes a lot actually, since I can pan beyond the image border. Helpful when the Transform gizmo is larger than the image.
Like MoP says, increases your vertex count. But it only matters if you're transform-bound, and only way to know that is by profiling your assets in-game. NVIDIA's PerfHUD is one example of a profiler. Most game engines incorporate their own though.