Try this out. I use edge constraints to collapse those vertices there by the way. You'll be able to control the thickness at either side this way as well. Gives you a much better result than inset
jigsaw huh? ok i'll try again about those pieces that look identical but cannot be stacked exactly, can i manipulate those vertices so they stack properly or would that be a bad idea?
It's probably because of really messy geometry with lots of n-gons (polygons with more than 4 vertices) and/or messed up UV's / smoothing groups. Post some wifeframe pics and show the UV layout.
Thanks, I tried the first method and it works pretty well. Is there a way to adjust individual vertices for the skin wrap modifier? The shirt mesh almost aligns with the base mesh but a few verts are slightly off.
They should just put in a crawling animation and let you crawl up the mountains. I mean why not, you can go there anyways? Maybe restrict vertical faces though, that would be rather extreme.
Is the "szene" a single Editable Poly object? How many vertices are in the szene object? Is the szene material a single Multi/Sub-Object material, or are there multiple M/S-O's nested within each other?
Maybe it was because I played with a single monitor and that I turned off vertical sync (as suggested) but the game ran and controlled smoothly and responsively. As for DS2, it's in the post. We UK'ers have to wait you know.
@ben: those are directional lightmaps if i remember correctly. they store direction (and intensity?) but colors, i have no idea. vertices maybe? i've read a paper about it some time ago but can't find it :(
the frogs attach to the top of the scabbard, just below the cross-guard. you've got it down about halfway. I'm not sure the strap hanging down in front of his crotch needs the bisecting vertical loop.
Just out of curiosity, who is everyone's main? I have been trying to learn Hilde but I fear she is too tricky with her reliance on charging and verticals for an unskilled player like myself.