I wouldn't link the pectoral into the deltoid, I would do it like in the second example in the link I showed you (bendy straw style). Deforms much nicer
Thanks for all the encouragement guys. Here's the link, http://www.gnomon3d.com/coursesnew/10week3d/chargames.html I'll be submitting my new course description (and a better example image) shortly.
Have you tested in game? Often the shader handles normals differently. I ask because this is often present in editor, but, for example, in quake4 or doom3, this can render correctly.
That would be the best response ever! I want that sent to him and documented all over the net. The Smirnoff example. I can't imagine how he could reply to that.
I hope this starts a movement to simplifiy some games that come out, get back to their roots. For example, I'd love to play a game with nothing but one analog stick.
I think a good, healthy, flame war is all part of the learning process. Polycount can handle flame wars. If you can't learn by example, why not jump in?
I'm having a real hard time trying to model some shapes like banners, flags and trash bags, for example. Is it possible to use Marvelous Designer for that? Does anyone recommend any tutorial series that I can buy on this subject?
Hi. I'm new to UDK and got a problem. After I import a model to UDK, I notice that when I zoom out my model the quality of the image gets poor and grainy. For example: Overall image Close up Thank you!