There's some good info in this thread, but this is particularly relevant. How important is your hut? How often will it be used? How many will you ever see on-screen at once? Does your renderer merge draw-calls for indentical objects? These are all really important questions. If your hut is on screen once as a landmark and…
It's funny I was considering widening the hips. yeh, maybe I'll try like merging, decimating, and then zremeshing to get a deformable mesh going. Hopefully I can just drop all the subdivisions and merge visible.
Hi, Is there a way/script in 3DS Max to insert/merge an object into multiple scenes without opening all the scenes one by one and merging. It can save me lots of time. Thanks in advance
Lil Update. Went back from the merged to the body split into pieces to fix some things. I think it's better now. I still have to fix the arms when I merge them back together.
If I understand you correctly....through Multi Map Exporter plugin, did you turn on the "Subtools" and "Merge Maps" buttons? That would export the disp maps for all your subtools and merge the ones that are on the same UDIMs.
oh, and you have a script that merges meshes into one mesh - so, you can assemble pieces in unity and then merge them into one single mesh - if you follow the rules above you will get really optimized scene..
Only in episodes with John Locke, and later Ben. There have only been slight deviations. Jack has seen his Father, and now Claire but those were very minor (although major in connectivity). The ghosts have always to me seemed like a device to further the mysticality of the island, and of the connection between Locke and…
I'd argue your modeling questions are also relevant here. But in response to your other thread, just model it separately, and if you need to, merge it in a high res Dynamesh merge, bruh. I interpret the lines drawn in the concept as "separation."