I guess that you need texture to be able to access neighboring information or something similar? Editing per vertex has several advantages, and you can easily bake the per-vertex info by projecting the object in texture space in the viewport and doing a hardware rendering (like i did for uv reprojection:…
I want to first say I did a search on this issue and found one thread. http://boards.polycount.net/showthread.php?t=61548&highlight=marmoset+alpha It was mentioned that I need to have seperate meshes to get alphas to display properly, or am I misunderstand? When I tried this, I got the same result. Let me show you the…
You can find that here http://boards.polycount.net/showthread.php?t=61346 Really nice job with the weapon, looks accurate and material definition is ++. Love to see it in game.
Hey Colin whats up man, Yo since you been at Insomiac I see you getting better already, this shit is sick. There's one thing that I still do not get what is holding that sling blade on his severed arm... does the chain attach inside his flesh and bone? Have you seen my Balrog, I'm basically done with it beside some minor…
Linkey no workie no idea if its old news http://www.freep.com/apps/pbcs.dll/article?AID=/20061214/SPORTS02/612140388 but Guitar Hero might have cost the Detroit Tigers the world series.
What Flynn said, depends on the engine you are bringing it into, Unreal 3 I know watertight will always be better. - About the positioning of the 2 models, 1- What are the models you want close together anyway. Merged or not depends on a few things: 1- How close will you get to the objects / what angles the models viewable…
I experienced the same thing the first time I did retopology. I went a little nuts drawing polygons without really thinking about them. You have a lot of loops that you could lose. Look at your silhouette and determine which loops are actually altering the outline of the mesh and which ones are just there. An example of…
You can make them bigger without adding geometry to them. You'd only need to add geo if they're going to be animated, and with a 610 poly model you're probably not doing per-finger animation.