That's very interesting. Another approach, if you're certain that every pixel in the textures except the cracks match, is to write a simple GIMP Python-Fu script to compare each pixel in two layers and make a third layer with the pixels that don't match (based on one of the layers, like the topmost one for example).
I imagine most systems would just be parenting the gun to the character's hand bones. And I believe this can also be done in Unity if you didn't want to do it in Max, might be better to do it in Unity so you can make adjustments based on any scripting that may be done.
If I remember correct there is an BL2 Art Dump in this forum and some of the Gearbox guys told something about there workflow. They use indeed normal maps at their models (including high poly sculpts) but they make heavy use of handpainted "scripts" so you can't really see the normal map at all. :)
That Cryengine Road tool is exactly what I was looking for. Does udk have something like the road builder in Cryengine? I found this sweet video on road building but I think someone made their own script and its not apart of unreal udk. https://www.youtube.com/watch?v=hqQKBvUI96Y
ryno: you can move up and down between brushes with , and . so you could create the hard edged brush and a soft edged airbrush right under that. medestruit & vig: thanks, seems like it's not possible then :( . There has to be a way though, maybe through a script or so! I keep looking =) .
That's the case but : Same case from Maya. The Units are also dependent of the game you use because they are specified in the script files. Gears of war use character much taller than in Unreal Tournament. The "mobile" gametype in UDK use a player size larger than in the UT DeathMatch gametype for example.
[ QUOTE ] I actually thought the story was near non-existent. I only hope they work harder on the story for the movie. hehe [/ QUOTE ] QFT Collateral had a great story, as did the 'Pirates' movies. I have confidence in the script for Gears of War. If only they can get a good director for it..
I'm sure someone could Mel script a tool that would flip the triangle edge on quadrangulated polys as well as tris. But, yeah by default there is no way to do this. I would check on highend or the Maya cgtalk forum. Malcolm, Whargoul, or Daz might have something for what you're trying to do.
There are quite a few plugins/scripts for maya that make it more (max) user friendly...suck as the ability to shift clone edges and such...kinda like in max. I don't know any or where to find them off the top of my head, but maybe someone else does. (figured I'd mention it).
Yeah, fog your non-linearity. I want cool shit to be happening every step of the way while I follow a great story. If it's cool enough and the story is compelling enough, I'll play it again even if I saw every single scripted sequence the first time through.