I would probably do as others suggested and combine meshsmooth with some strategic chamfering after the fact. Something to note is that you don't have to use the meshsmooth modifier. You can smooth faces at the polygon level using the "mSmooth" button under the "edit Geometry" rollout in edit poly.
you can save brush presets including the brush size in a personal tool panel. If I am not mistaken it was something like the middle mouse button or the right one to drag and add brushes to panels. Otherwise just Google for how to save brush presets. Does that answer your question?
I believe, You can add spec and other maps by stacking the vertex paint modifiers and setting different channels for each map. You can get the rainbow off by changing the display settings. The vertex paint interface has some buttons at the top of the interface that changes the display settings.
If he learned to drive from a video game he would have never gotten out of the drive way, as far as I know that model doesn't come equipped with a X button... "I learned it from watching you!" [ame] http://www.youtube.com/watch?v=Y-Elr5K2Vuo[/ame]
$300 for a handheld seems like quite a bit to me. Plus even though the cpu is faster it doesn't have any sort of gpu does it? The games would also have to be almost entirly controlled by the touch screen due to lack of buttons. Can't say I'm sold on the concept atp.
Hold down the alt key while using the middle mouse wheel to zoom to use smaller increments, press the ctl button to zoom in larger increments. This also works for spinner values, hold down the alt key to spin in smaller increments, use the ctl key to spin in larger increments.
Thanks guys. It's only a few million right now. I've been instancing practically everything to keep my framerate up. Also, I found this button in Blender, and it has made everything much easier. From here, I'll start rendering, then call it done for the highpolys. The chimney and ventilation(?).
vr game. i am planning to use gorilla tag movement™. Run, climb, and jump in VR using a unique locomotion method that only needs the movement of your hands and arms. No buttons, no sticks, no teleportation. Push off of surfaces to jump and squeeze them with both hands to climb. with that movement method... this map should…
Looove me some RizomUV threads in Polycount. Wish I saw more of them, since usually nice tips and knowledge come out of them. Set the Pre Orientation to Off - click the " / " button here: Then try packing again. This should solve your problems, right?
Arnold can render the hair directly from the xgen descriptions - it's much, much faster than converting to geometry If you really want it as geometry you can use xgen with alembic export to do that (you'll have to check docs cos they move the button every release)