I knew that ToolBag2 had to be able to produce the illusion I was looking for, that I was getting in-engine and in-game. So I applied a function in Maya that I had recently learned about -- mirror polygon (not duplicate-special). It somehow got the NORM map to display properly ... maaaagiiic.
Awesome site btw. I drew in anime style alot, but anantomy is always a fundemental to drawing characters. Even if you want to do robots, you would need to understand how it functions and stuff. Really humans are just robots with soft surface that eventually rots away.
try and integrate in your workflow the use of the "Transform Toolbox" it has some really sweet functionality, or make it a habit to scale in subobject. Another thing could be to set a shortcut for resetXform. i have assigned it to Ctrl+Shift+X so i can do this without fuss.
Thanks guys! SSquir33, good crits, will definitely pay attention to that. Meanwhile, i'm muddling through trying to get some basic design functionality (mostly parameters for triggers and spawners so i can design/script levels) for my unity game... And making a lot of mistakes:
refined it some more and rounded off most of the kinks. painful! is there a function to only subdivide & smooth in X or Y across a surface? (blender or 3ds max preferably). still looks better with toolbags subdivision toggled on :) will probably use that for final renders then. ninja-edit: vertex-colors!
You should be able to copy the weights from one vert and paste it to the other. like Monster pointed out if the weights are identical it will behave the same. In the skin modifier click the wrench button and use the copy/paste functions. If it still tears apart, there is something seriously weird going on.
Awesome work, only thing that really jumps out at me and screams at being wrong, is the ironwork on the doors. They should function as the hinges, and as it currently stands, your door handle is the same side as the hinges, so i reckon you would have a hard time opening the door.
It's a long shot, but you could try deleting the Intermediate Cache directory. In theory it's exactly the same as Starbuck's suggestion of using the "clean" function to rebuild from scratch. Also copy/paste the output log here so we can see the exact error. Hopefully there's a clue in there...
Really amazing tools! Recently I bought KIP OPS but now I'm really exited about MESHmachine Plugs:) I will try both and see the results, hope this two insert functions/plugins can work together complementing each other or I hurried with the first:)
Alright, just finished the low poly in Maya. I made a few adjustments to reduce the clipping and make it a functional model. Now on to unwrapping UVs then it's fun time with Zbrush. Or do I have the proper workflow wrong? Let me know and all other critics are welcome.