I wouldn't link the pectoral into the deltoid, I would do it like in the second example in the link I showed you (bendy straw style). Deforms much nicer
Thanks for all the encouragement guys. Here's the link, http://www.gnomon3d.com/coursesnew/10week3d/chargames.html I'll be submitting my new course description (and a better example image) shortly.
Have you tested in game? Often the shader handles normals differently. I ask because this is often present in editor, but, for example, in quake4 or doom3, this can render correctly.
That would be the best response ever! I want that sent to him and documented all over the net. The Smirnoff example. I can't imagine how he could reply to that.
I hope this starts a movement to simplifiy some games that come out, get back to their roots. For example, I'd love to play a game with nothing but one analog stick.
I think a good, healthy, flame war is all part of the learning process. Polycount can handle flame wars. If you can't learn by example, why not jump in?
Hi Im using the Stager feature of zbrush a lot, and I often find that I'll post a model using stager, but then find a need to add another subtool (for example a hat maybe). I was wondering if there was a way I could copy the orientation and relative position of the new subtool so that it would precisely match that of other…