Yes. A cube mesh collider will be more expensive. The mesh data is vertices, a triangle list, and an origin. So even though it *is a cube* the collision routine has no way to know that. There may be some engines where you can tag a collision primitive with a certain prefix or something to get the engine to treat it as its…
From my notes at work, its about solutions for these kind of things Most of these build on Flash as the main animation package and then enable a bridge to bring it into the engine / platform. Just at Soap alone we have like 3 solutions from us Game devs everyone coming up with something that doesn't really exist yet on the…
If I may say, you are falling into a bit of a trap that I see character modelers falling into time and time again these days. I'll try to explain. Based on your series of screenshots, you seem to be following a very logical series of steps : finding some good looking references, and carefully trying to translate all the…
I tried Modo 12.3(I'm sure it was) because I wanted a solution to bake rounded edges shader. After extensive testing over the course of 10 days I completely gave up on it. The baking results were poor - the baking wizard workflow was good, but the rounded edge baking left terrible arfifacts that were unacceptable. The geo…
Fair nuf. Yeah actor would work. Its been a while since I had the unreal codebase on mental speed dial. Though the portal beams do damage to you or objects also, which is why I thought of the weapon route first. Plus the weapon projectile classes have plenty of other existing functionality. (impact effects etc) Now in the…
i think there is a few different ways to interpret 'extreme'. for instance when i think of 'extreme culture' what comes to mind is the extreme subcultures that have come out of the west, mostly the music and art subcultures. i think that subcultures make up fairly large groups in urban cities so this can to some extent be…
Hi Everyone {I'm a big fan of Polycount & have been lurking for a while now} As a long time Max user, I recently gave Modo a solid try. It is a fantastic and intelligent 3D package. Unfortunately I've decided to go back to using Max, at least for the modeling side of things. Its kinda given me a new appreciation for Max…
I agree, and disagree to an extent in either direction. Personally, I enjoy well done minimalistic wear on weapons. I appreciate a subtle but realistic texture more than one that's been beat to shit, like you've seen in 10000 games over the past 10 years. If your setting is Fallout 3. Sure. I get it. But even games like…
The Nasal Abyss@ Thanks for pointing that out. I had to pose it before I could know for sure as you couldnt get a sense of how the fingers would wrap around it. achillesian@ Thanks for the feedback. I must disagree with "tired of seeing this character, and seeing it never change" comment though. It may seem that way…
Still confused as to why I would need to pay $1500 so my eyes don't hurt from a bright white editor, oh well still looks pretty sweet! Now I can switch around between UE4 and Unity without freaking out about loosing out on time I spent money for to work on my own projects when freelance work pops up. I remember programming…