Not sure what you are trying to do with that pipe but from your decryption the data transfer modifier should work for you. I mean you do one object with normals you want ( not split) and a target object where you split edges whenever you need. Then just transfer/theft/project normals from first to target object. That way…
Aabel, Sorry you're not happy with our Indie products. Our target market for these products is people who individually or in small teams (2 or 3) produce assets for Indie games development. We did research while putting these together and found that the majority of people didn't go over 100k (exported) poly's per game…
Ooooh I see! On the smaller images it looked like some sort of soft fur effect, but I get it now :) So regarding your original question then : I think the best way would be to keep what you have at the moment on your highpoly (since it gives you a convincing target look to achieve) but go the very simple oldschool way for…
welcome! nice anims! I think the pickup could be clearer, I'd delay going into hip position a few frames until the slide is closed or almost close. instead of starting as soon as the hand releases the slide. on the hip and sight fires the sight return to target feels slow, you gave it around 17 frames @ 60fps, if you look…
Looking ace man. great to see more people are using stripmodeling. Always thought i was amongst a few idiots while others boxmodeled [which I never did learn properly] to Poop, after a while you have a real good feel of flows that you won't overshoot your target, you KNOW how many edges you can use in areas so that you…
So I've been curious as to what approaches some of you other artists take when texturing. I remember reading Ben Mathis' tutorial on "true resolution vs. double sizing", and pretty much agreed as I create my textures at the target resolution, instead of scaling down, for a lot of the same reasons he touched on. He also…
I assume you're talking about raging Goliaths (any enemy type can be badass). A raging Goliath still has a head you can hit, it's just on a stalk above their shoulders. They always run at the same speed as you though, so you can just run away if needs be. I drop my turret behind me as they will always attack the nearest…
It can be a tough call, especially if it's not actually going into a proper game and so needs to be optimised... but I think it should be clear from your mesh whether you're capable of creating geometry that's optimised (or at least able to be easily optimised). I'd at least pick a rough target polycount when setting out…
It can depends of your target engine. Most of the time, the scale of your environment is based on the player scale. It's the view of the player which guide your scale reference. So most of the time you adapt the scale of your 3D Software to your target engine/game. If you stick to you 3D app only, you are free to use…
Here is an example when I had to do this work. * Create a null in the center of the world. Parent the camera to this. * Object is in the center of the world. * Camera is set to target. * Target is at mid center of object. * Set your frames from 0-359. * set rotation of null to 0,0,0 on frame 0. (assuming x,y,z) * Set…