Go with smaller, stacked billboards so you can layer them and get some parallax. You could even just texture page a ton of buildings on one texture and build out a lot of different variations. You'll also probably want to texture them as if they were regular diffuse textures and utilize in-game lighting to help them blend…
One thing you can do is make a normal version of the car then make a blend shape of what you want wrecked. This way if it doesn't look like you wanted. You can always delete the blendshape and try again. I know this is for facial expressions but the same process remains the same…
I don't have painted it,to show the mesh better usually I take 2-3 screen from zbrush of the same image & I blend them toghether in photoshop,in this case I have used probably the "FlatSketch01" shader or the "Sketch Gummy",that give you something like more white on the edges & more dark colors on the cavity...or something…
No problem, next advice I have for you is that the scales seem overall uniform and don't blend well into different size changes.. I think also the scales on the fringes could be handed better, same goes for the face you could probably add in a few larger scales to give it more interest. These are small nit-picky details…
Thanks Mark! I actually decided to simply blend from the flying to idle in-engine as it was a lot easier :P But I'll definitely look into Motion Mixer for the future. I'm pretty sure I've used it with Biped before but I wasn't aware it would work with bones. Thanks for reminding me about it! You're more reliable than…
Oh yea I see what you're thinking. In Max you can create mesh snap shots of the cloth sim at different points, then create morph targets (blend shapes in maya) to work around those little hick ups. I cover that in the write up also, because cloth sims never want to return to a root pose heh.
When I worked at Ritual with the Q3 engine we whipped up a MaxScript that would export an ASE and then run Q3Data on it to convert it to an md3. Arsh, Frankie touched on it, the ASE format doesn't support bones, but neither does MD3. The ASE format is basically a text file. They both support point cache animation similar…
I guess I'm thinking about how Racer445 made the screws and a few other elements in this tutorial http://eat3d.com/blog/metalliandy/creating-next-gen-sci-fi-prop-day-1 it looked as though it seamlessly blended with the rest of the model. Not sure if it was a max thing or if you could the same thing in maya, or my eye balls…
I don't have anything recent with my webstuff but I took this with my lil' Canon S30. The color is pretty right on, surprisingly. I noticed digicams have trouble with strong colors in bright light. My flowers n' such tend to bleed in bright sunlight. I wonder if the newer cameras have dealt better with that. Waddyathink?…
as a cursed blessing, my file for this corrupted. I used it as a chance to start over and it thankfully went much smoother and faster. Here is where i currently am, i used the paintover a great deal. Thanks again Havok. I changed the shape of the top chamber area, buttstock, as well as the pump itself. just blocking out…