Thanks Krissleh, I think it'll work out nice once it's finished. Here's another quick update. Working in those smaller details I referred to earlier: vines, lantern and a bit more to the door. Once these textures are refined a bit more I think I'll move onto the steps and rocks. I'm thinking I might light this at dusk and…
The health now stops going negative, but there is still one issue: once the currentHealth = 0, the fill keeps cycling (is there a way to stop the fill from continuously going down?) I tried this: // Sets the fillAmount of the health to simulate reduction of health if currentHealth !=0 (){visualHealth.fillAmount =…
Hey again! Great tip about the mzp. I had no idea it was a zip in disguise. Once I had extracted everything manually I got the Biped Keyer working! I had dug around on both Jim's and Paul's sites but did not find exactly what I was looking for. But now reading the list on Jim's site I found some scripts that will take care…
What I normally do is once I'm ready to bake I'll duplicate the quad mesh, triangulate it and then use that triangulated mesh for baking and game asset. If I ever need to change something I can go back to the duplicated mesh and work off that. Whatever mesh you use for baking should be the same mesh you use for the game…
@Obscura: you have not understood even the most basic method how static meshes work and why they were introduced in the first place. one static mesh e.g. door is stored only ONCE in the VRAM and btw. also just once on youre harddrive and shipping-game size. No matter how often you use the door in maps. If you make a house…
Oh, that's no fun! Here, let's try these steps: 1. Close Photoshop and the Suite. 2. Right click on Photoshop, choose Run As Administrator. This only needs to be done once, and does not need to be set to permanent administrator access. 3. Close Photoshop. 4. Run the Suite. If the issue persists, continue: 5. Close…
What you can do to "bake" a matcap into zbrush is once everything is sculpted , go back to your lower subdivision level and create a displacement map. Once that's done you can create a simple poly plane, subdivide it many times ( no smoothing on the subdivide) and apply the displacement map from your original object to it.…
While DXT3 or DXT5 is larger in memory - it's less textures to call up at render time. You can pull 1 texture and sample it once or pull 2 textures and sample them once. It's probably very dependent on specific hardware set-ups. Personally, I'd go for your option 2 as it's easier to separate out. Also you can easily LOD…
Poor robot! I dig the idea. It's hard to tell what the robot is doing because he's small. Perhaps he could prop himself up like a golfball on a tee or launch himself and on the downward arc is when he's kicked. Part of the issue I think is having the robot move closer to the guy, it's almost combining their silhouettes and…
^^ I've always viewed it as reusable props vs unique level geometry Props are usually high detail/loddable&reusable, unique geometry is usually none of those things. You'll tend to do unique bakes for the props because you get a lot of benefit for the time/resource investment (they're scattered all over the place and you…