You guys don't like using modifiers? I have E, Alt+E and Ctrl+E all doing different things in these games. Likewise for Q, F and ~. Even the movement keys. I usually have S to go backwards, and Alt+S do some movement related stuff. Summon a mount or whatever.
You can modify a mesh with blueprints? Also the performance is quite bad when you get loads of stuff doing that, I tried randomizing the scale/rotation of some meshes before so each level would look semi unique for each play trough and the editor would freeze for a few seconds at the start due to that.
Just taking a guess, the systems would work via taking source assets and modifying them and using them as seeds. That means morph targets, and a hell of a lot of different types of source assets. Even in spore all the base animal parts were hand modeled and these guys don't have the programming resources that maxis had.
TEXTURE Too much lighting in the textures, inconsistent texel size (and why are the grass blades still so pixely?), textures look like lazy procedural/automated things. MODEL Tar to many polygons in the horizontal rings, ugly smoothing groups, damage looks suspiciously much like a 'noise' modifier along the central axis.
If your head is roughly the same size and shape of the imported model, you can try using the skinwrap modifier on your new head, target the imported model, and try tweaking the values to see how well it follows along. From skinwrap you can then convert it to skin and do any clean up you need.
the RGB channels correspond to XYZ in 3d space. 128,128,255 blue will basically inherit the normal direction from the model; while changing R and G values will shift the default normal direction left/right or up/down. There are disadvantages associated with hand painting the normal map for sure, but it's not absolutely…
Select the polygons that roughly covers the shape. press detach, check detach as clone. now you got a new object with that shape. Adjust the vertices to your taste and then apply shell modifier. Sorry, I was assuming you have the facial features in the topology of the face but its not the case so you need to move some…
The 3rd person controller prefab is butt. I don't like how the camera reacts. Not a knock on you at all...and I sure as hell wouldn't know how to modify it. Pretty cool. Even though you are using the default terrain stuff for most of it...i just kinda dig cruising around at night through the tall grass.
i'm sure this is a obj problem because the sample files works properly i'm export from 3d studio but i have found no infos for correct parameters. i have tested, with and without triangle and other options but no work or it is a option in the edit polygon modifier ? i don't know... and i don't want buy maya :)
Oops. If you want the mesh to match the location of the spline, use the World Space PathDeform modifier, not the Object Space one. OS should put the spline to the mesh location, while WS does the opposite. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-47EA2253-C097-434A-82AD-B13E2DE10C6C.htm