:) Too true. But on a more helpful note here's something you could try: Isolate a part of the model you want to create a heightmap from. Try and make the selection as square as you can, but not essential. You can do this easily a number of ways, i.e - paint a mask>split point>delete hidden Now duplicate the mesh, Zremesh…
Belias - Thanks. The concept isn't mine though. There's a link to the original concept and the artist on the first page. MrNinjutsu - I have to re-do the UVs there. I added a bit of separation between the planks after I'd done the texture. KartoonHead - I thought they'd look good just green...jokes. Going to sort them out…
Tempted to use this bad boy for my animation. Although I'm very aware I'll be tripling my workload ;) It's the AgentZ rig from m_rigs (http://mrigs.squarespace.com). Going to do some pose exploration first to see if any ideas strike me.
Aw, you guys don't like the Osprey 9? :( I picked it because of how unique it looks, and from the research I've done, it's a really good product too. [ame]http://www.youtube.com/watch?v=pcFOrFy1_VQ[/ame] @mr_ace - Thanks, I'll fix that up. @Raider - Good point :) Thanks for pointing that out
Hey thanks everyone for all the great and helpful feedback. This model has gone through a ton of iterations so it's nice to know I'm on the right track. Getting some fresh eyes on it really helps. I'll try to hit up all your comments individually. TeriyakiStyle; Thanks! For scripts, I have a few custom scripts I use. The…
There is a "noise()" function in HLSL specifically for generating perlin noise. But it doesn't work in UDK because of the context it's being used in. It's only for generating proceedural textures offline. It might work with the custom texture node? However here's a fast implementation of perlin noise by ken perlin himself.…