I'll probably pick up Prototype. Running vertically up a skyscraper and elbow dropping off the top onto a tank? Yes, please. Although I'm still annoyed the dropped co-op. I was pretty excited for inFamous when I first heard about the premise, but the more I see of it's heavy handed, binary good/evil moral choice stuff, the…
Did you do any concept work, or are you just roughing it out in 3d? I'd suggest going back and working on the silhouette. Right now it has a very simple shape and some things like the vertical thruster are just kinda there and not doing anything for the form of the bike. Do some 2d side-view blockouts and work on giving…
I think it's just a horizonal panner with a tiling wave texture on it layed over using another alpha plane. Vertical waves offset could be done with some kind of vert painting shader. Can't rememther the ins and outs of it, but it looks like this!: [ame="http://www.youtube.com/watch?v=tCbpX_lEQEU"]Beating Heart UDK -…
Seems to follow polygon borders. Check if you welded together uv-vertices that don't belong together, like you welded the mirrored part of the face to the unmirrored. Check if some of your polygons have flipped normals in case you display them as double sided. If the geometry is ok, moving the mirrored parts of the uv's…
I think you understood it wrong: i didn't split the vertices - i just split the UVs. The verts are welded together BUT: I programmer told me some time ago, that the model is split by code where different smoothing groups hit together. Means: * 1 smoothing group for whole object: no vert splitting * 1 smoothing group for…
haikai I checked it out, and the plot thickens. The shape on the normal map certainly is a sphere, but its green channel is reversed (compared to the rest of the normal map). The effect from applying that to the eye should be reduced changes in lighting vertically, and increased changes in lighting horizontally. I'm not…
thx very much! could you (or someone else) try to bake with my uvs and xnormal maybe? i work with blender and i would like to rule out that my uvs are the issue here... i just tried to unwrap the lowpoly plane again and use the "snap to pixel" function for uv-vertices (which i hadn't used before). that, however, didn't…
You might think that you're saving polygons but the amount of vertices(which is what really matter in an engine) is the same, or even more sometimes. Smoothing/UV splits add to vert counts as well. But leaving meshes open can certainly make modeling easier(and save unwrapping time/space) and of course faces that will…
i'd look at the skinwrap modifier. create a simple proxy model of your character, bind that to a CAT rig or similar then use it to drive your highpoly via skinwrap. it'll need a bit of cleanup once the highpoly is in pose but should save a ton of time normally spent on skinning vertices. you can even convert the skinwrap…
Hey man, the first thing I noticed was the lack of vertical motion on the front and back of the horse. There also seems to be too much movement on the horses head. If you haven't already, check out this Richard Williams animation sheet and some reference videos of horses running and take note of how much movement there is…