I'm sorry but this is pretty bad. What is the purpose of those vertical lines on your rubber material? Why do I see some artistic flower pattern on your gold material? And that "Armor 1"... why is that so glossy? The resolution is low.
You can add a vector 2 to the texture coordinates. If you want to offset horizontally, use the first component. so it would be like 2,0. Similarly to this, if you decide to rather use a vertical texture, you would use 0,2 etc.
The cache method saves vertices animation rather than bones. You probably want to use this only for stuff that can't be animated at runtime or require a costly physics setup like a building exploding, cables or ropes breaking or a complex cloth simulation.
In the model itself. I'll see if I have a screenshot lying around of the low after being UVd, but before assembly. [ edit: here it is: http://i.imgur.com/vADK2wA.jpg ] Then once I finished all the bakes, I assembled it, merged vertices, etc.
@skitnik... The topology you're showing here is crappy crap ! A such amount of T vertices on the same mesh is evil ... i never had any issue with ChamferStack you just need to know how does it work technically underneath and work accordingly.
well i made it a habit to press s to snap to vertices but if there's too much geo it starts to lag so i mostly am just careful with it tbh.On a side note i much prefer blender's cut tool these days :p
If you do anything to change the vertex order of a model outside of zbrush, then zbrush has no way of knowing it's the same mesh (because at that point, it isn't). External modifications should just be limited to changing UVs or moving vertices, not adding and removing them.
Yeah I already do use the perspective view and vertical Y. It helps, but it still feels very strange to me. Thanks for the tip regarding Shift btw! Helps alot! I guess I'll keep practicing though! Thanks guys!
I always took the the Bio in bioshock to be related to fuckin injecting yourself with the plasmids, a biological shcck to your system so to speak. the trailer looked neato, I bet there will be some awesome vertigo inducing falling sequences or wicked vertical vistas.
Hey @passerby, any reason this would work on my home machine (Maya 2016) but not my work machine (also Maya 2016)? It makes things round at home, but at work it just scales down the selected vertices, without rounding them.