You could also use dynamics, but don't do all at once. Do like 50 objects at a time. Once they're still, use them as a passive rigid body and drop another 50 active on top. Or whatever number suits your hardware :)
James, thanks man! Truth be told I dont draw nearly enough. like 95% of what I do is painting studies, and it really shows. (my pure drawing skill isn't very good at all.) Recommend 50-50 on both. but for quick concepting, a good foundation in drawing is best.
A quick and dirty solution might be to make the 50 items for the most average body type, then take all 50 at once and lattice deform them to roughly fit another size body, and then tweak them one by one. It'd help if some of the models were the same and just used different textures.
Looks good so far, it could probably use a larger disparity between dark and light/skin and materials, atm it's almost 50/50. You'll also get more critiques if you post 3d work in the 3d side of the forums. 3D Art Showcase Good luck going forward! :)
Hm, im not sure how it would work in max, but generally mirrored uvs and normalmaps are a matter of ocult rather than science. In unreal engine 3, you cant mirror 50/50, but slightly over the center line to get it working. Hopefully someone else on here will have a solution for max.
Allmost done with the textures . The courier is ment for the winner of the "Korean Dota League Season 1" so the loggo is 50/50 to remain hehe. Taking a work/everything break for about 2 weeks (until the dreamhack 2014:)), so I guess this is the last update till then
What's there to smooth out? There's more game studios using Maya now...face it, deal with it, live with it. I'm startn' to see a 50/50 share between Maya and Max in California.....every place else just seems foreign to me. It's a program not your Binary Babe.
Excellent script man! The t3d export is a must. I suggest you tu post it over blender artist forum and UDN to gain visibility. This script is gold. I noticed in the code that TD_SCALE = 50 does that mean the Blender to UDK unit conversion is by a factor of 50? Could you let the factor be set by the user?
Thanks guys, alot of good information here. I will have to look into how to texture around the seams as Eric mentioned. Any good videos out there demonstrating this? With texture ratios, I'm assuming I scale the shells down horizontally by 50%, bake to a square format, texture and then expand the maps out horizontally by…
Sorry Shep but I disagree. Optimizing draw calls of a unique object is going to save you some draw calls in one part of your environment only...around the unique object. If your lamp post is 4 draw calls, and you can cut it down to one, then you will save 3 draw calls EVERYWHERE, not just in one part of the environment.…