Unreal Tournament 3 makes use of morph targets, and that's coming on five years old ;) It does look like morph targets to me, it doesn't look like bones. I could be wrong though, of course.
That's probably what broke the vertex ordering. If you need to edit morph targets like that you should do it with an edit poly modifier one the master mesh and copy the same modifier onto all the targets.
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Make sure it's focused (select your model and press f) on your target as well as that can affect the sensitivity when you get close. Making a new perspective will have no focus target so will use the default.
My feeling on it is that no smaller than 800 for basic layout. However pimp images should be as big as they can be to load fast and look good. Rick is spot on with the target audience thing. Just depends on who you're targeting.
for a silouette, i would have just applied a black texture and turned it's self illumination up to 100. target weilding is cool, kinda like the v snap in maya. you can target weld edges too.
I have a seperate head on a character and 10 morph targets to the side. When I morph to any target the original head moves away from the body. They all have the pivot in the correct place and have re-xformed everything. Any ideas on how to fix this?
I'm not sure I know what ya mean about the morph target. Do you mean save the morph target of the model before sculpting the details and sculpt on the copy and then use the morph brush to blend the details to the original?
Id imagine the issue is with turbosmooth coming after the morpher - the exporter will see the vert count of your main mesh as different from the morph targets. Easiest solution would be to turbosmooth the morph targets and put the morpher after turbosmooth
Beena long time since I checked out morphing materials in Max but I remember it being wonky. How exactly are you animating the targets in the Morpher? You might try adding a base target under the others.