narh, cooled down. venting helped. messed around with mod tool a bit, and XNA. seems like people have problems with importing smd files to mod tool 6.01, messed up vertex assignment and such. but if (IF) the mod tool exporter works correctly, i'm gonna learn skinning in XSI mod tool instead of trying to force max to do…
2. BobotheSeal tutorial about vertex baking. http://www.bobotheseal.com/tuts_vertex_bake01.htm 4. If you want it bump mapped you would generally want to make a high-poly version of your model from which a bump map can be generated, as it would be very complicated to simply paint a bump map. Everything else would deal with…
how's it going jbstans, I believe the vertex you have floating around there is contributing to your problem. Also try to continue the edge flow you have started at the bottom there cause those tris are killing it, like Vig said they could use some optimizing. Probably wouldn't hurt to throw in a couple supporting edges on…
What you will need to do is decompile both the cs:s and cs models. Take the mesh of the cs:s model and put it in the skeleton of the cs model. You will need to do the vertex binding yourself, but you can just use the cs animations which were made for the cs skeleton. Thats a basic explaination. I've done a lot of mod work…
Day 69/180 (Topology) - Greetings to all of you who are enjoying a fresh morning. And to those who are not, I hope you have a wonderful day ahead. Today, I played around with creating circular shapes from flat surfaces. I used a simple 2 by 2 grid as a base, but varied the number of vertices for the circle. I tested two…
It looks like you're using Blender so you could try a shear operation. Set the pivot point to 3D cursor, snap the 3D cursor to the inside vert on the corner, select the end of the trim piece, set the view port to top down view and run the shear operation. Another option would be to cut through the mesh using the vertex…
That really depends on the game. Characters in modern pc/console games are pretty high poly(they can be in the range of 100k or even more). Assume an open world game with a lot of npcs. Assume that they are all just 10k and have 50 of them in a town. Assume that they have blendshapes too which increases vertex count. Now…
I know the theory. However in my experience if you're using the same software every time then your triangulation doesn't just randomly change. You need to change the position, or order, of the vertexes to have the triangulation change on a quad. Basically I haven't ever reproduced the error in the first picture of your…
It'd be a bit of a dick to implement elegantly in maya I think. You'd need to dig into plugins etc. However, It should be relatively simple to build a python script that set vertex colour based on polycount. It's relatively quick to vert color a whole mesh (vert by vert is incredibly slow) and provided you're not dealing…
Great scene and really nice breakdown.I thought the distance field blending explanation was especially clear on a somewhat complex topic.Resampling the landscape in UE4 is increasing your resolution without increasing your size so your at twice default giving you 2 vertex per meter,am I remembering that right? Also what…