While the RTS + FPS hybrid has already been done by Natural Selection and Natural Selection 2, this still looks very unique. Looks like the shooting style and the pace is very similar to Unreal Tournament. Looking forward to updates on this.
Three quick things I like to do when this happens. 1. Two normal modifiers > Collapse 2. Edit normals modifer > Select verticies > Reset selected > Collapse 3. Convert to editable mesh > convert to edible poly
Should be the same. What don't you like about it? I love that you can just click and drag things. No move tool needed. And in maya, when you had to select the key, then select the handle was so bloody annoying.
Yer, you just select face tool then select the faces you want to have another mat on then apply the material (not the default lambert) and then export it. UDK will pick it up as a multi-sub object and you can assign multiple materials to it.
Hi Gerbeiter, following bit of code removes all TurboSmooth Modifiers from all selected objects. ( for theNode in selection do for index = theNode.modifiers.count to 1 by -1 do if ((classOf theNode.modifiers[index]) == TurboSmooth) do deleteModifier theNode index)
It's a blender thing. They refer to it as loose geometry, and even have a special selection tool to automatically select anything that isn't properly connected. There's more info on it here where someone asked a very similar question on stack exchange:…
Thanks Synaesthesia . I'll do another try for sure. In general I'd love a texture soft would work as vector one , not only brushes. I recall I could work with a speed of light in old Expression and Xara . Every piece of bitmap was a decal guided by vector spline or shape fill. Always non-destructive and resolution…
Saying global variables are bad is like saying script Jobs are bad. Neither are bad... Neither are a failure. Global Variables do not kill people or cause bugs yadda yadda... Any tech artist of any worth leverages as much to great advantage when appropriate. Stop speading this myth! They are a consideration not a sin!…
K going to throw this right at the start. But I have 0 rigging/messing with node experience. So tried doing what Wrath mentioned and think its what he said. Hopefully its correct XD Anywho, what I did is: 1. Create a sphere. Poly or nurbs whatever suits ya :) 2. Open up hypergraph. Gonna be easier to select stuff. 3. Click…
OK, here's a high level overview... Things you need: * A ratio to aim for (just an integer value, eg. 4 for 4:1 ratio) * The current object's texture width and height. My script defaults to 1024x1024 if the object's material doesn't have a valid texture. * An object with UVs! Steps: * Get selected UVs, or if none are…