To make this character fully animatable, we will need to fix her face morphs in 3DXchange. First, export an iAvatar file of your character and then open it in 3DXchange. In 3DXchange, drag the Modify panel (on the right by default) down until you see Face Setup. This contains the morphs used for facial animation. For…
@'Matro v. Froyok' haha now now, i dont think he meant it that way. (i think he replied to the wrong thread) Youre right that i wont be able to achieve shadows with more definition unless i upped the rez significantly. (its at a 1024 right now for the ground, no need to go any higher) Dynamic shadows could work too, and i…
Thanks for all of your comments. Skamberin- yeah the ring is kinda jacked right now, it's material had too much contrast and due to the way image reflections work it won't shadow the reflections or the streaky highglights, so i'll just do some vertex paning trickery to put some grime around it :) Also SSAO is off right now…
By UVs aligned I mean the UVs are laid out on the base mesh that is going to be sculpted. Then after sculpting this base mesh is retopologized but the UVs are untouched. So it's a different number and translation of verts, but the UV shells are roughly aligned. I've resorted to exporting the Sub Div 0 into Maya as an FBX…
hey, I spent ages trying to get it right and no doubt it is a bit of a bodged way but ya know, it worked :) the low poly cage will no doubt give me a whole new set of problems when I come to make that :/ anyway, I started off with a 36 sided cylinder. I then made a 9 sided cylinder for the cartridge holes and rotated it…
Aw, love your idea about the backdrop. There are some pointers I could give you about concrete and reinforcment and how to break that up, but I can show you on msn later :P But simply put: you wont get clean reinforcement bars sticking up like that when concrete breaks, add chunks on those and you're closer to home! 1) I…
Yes, I would 100% advocate planning these things out in advance.(especially your world texel density) This will just make your workflow so much more efficient. Also, building a modular library for your game makes it easier to populate your levels with props that are consistent to the world(but not so consistent as to be…
Back working on this again.First time making the material for mesh painting, so it's taking me a while to get that down looking good. Lots of trial and error on the ceiling. First it was the mesh, then it was the material not working. Let it sit for the holidays, then came back to figure out the problems. As a side note, I…
@Mark Dygert : To be fair that's precisely why Blender is such an amazingly powerful modeling app - vertex weighting in it is 100% non-destructive/non-linear as everything is stored in a very straightforward object data lists, and vertex order for weights (and even blend shapes) is maintained even after deleting and/or…
Er, most of the time you bake your normals from a surface with proper curvature and usually with added detail. I'm not talking about cubes; think about cars in racing games. They require normal maps as well because the underlying mesh surface is still far too faceted to get a nice smooth shaded result. If you discard the…