Finally! Attached the head and hands to the body. But I had a lot of trouble with the hands especially with the wrist since I couldn't have more than 8 vertices otherwise the hands wouldn't attach to the wrist without having triangles and thus had to remove the edge loops that rounded the fingers since they ended up…
High poly looks clean - good work. :D A lot of geometry on your low poly could be triangulated to lower the vertices count, unless you're keeping it in quads for some other reason? There's an edge loop running through the middle of the tyres for example that doesn't look like it's affecting the silhouette of the tyre so it…
Figure A is a false economy. Game engines don't store faces they store vertices. So you could bridge across the vertices without affecting how big your model is in memory. Also a long face like in figure A will light badly (when using vertex lighting) due to the lack of vertex splits to define shadows. I suggest you try…
OK, I tested the skin wrap modifier and now it works the way I need it. Only one problem is left, the mirror selected seems not to work properly. When I am in the Control Vertices mode I can see the green circles on the mirrored side in the position they should be, but when I click on mirror selected nothing happens. I…
as always hard to generalize, as it depends on what you do with the vertices. but usually trinagles are not the limiting issue for the wii. if you consider the lower res of the wii you can model everything really smooth and the blocky look of many games is just a matter of bad design or a bottlneck somewhere else in the…
And the Final Result: Some close up: and a TurnTable: HERE The scene polycount is around 57K triangles. Softwares used: Maya 8.5 - Unfold3D 4.0 - Photoshop CS2 - Mudbox 2009 - 3DCoat - CrazyBump 1.0 - Maya viewport rendering - 2 CGFX (from Brice Vandemoortele) - 4 blended-on-vertices tileable maps on the terrain - Ambient…
Thanks for the heads up. Could you be more specific as to why it is important to avoid "star" vertices? I tried to avoid any n-gons, but I've never heard of avoiding vertices with more than 4 edges, so am curious as to what they do. I'm going to go back and re-topologize a little bit I guess edit: ok tried to clean up the…
they're probably there for mesh deformation. The knee bone for example, is child to the thigh bone, and inherits part of the rotation from the calf bone. It drives the vertices around the knee so when the joint bends there is less mesh collapsing than if you had weighed the vertices directly to the limb's skeletal bones.…
Is a single object-to-world matrix sufficient when your object is changing shape? Vertices are moving around inside your object. Their movement is not reflected in your object-to-world matrix. So if you're lighting correctly, then you must be doing something to account for the movement of vertices. EDIT: I think I…
Hi im new to this and this is the first time i am rigging something. and so far the only bones that work are the barrel and the whole weapon bone. i had already made sure prior to this to separate every item that i will be moving to the vertices thingy and named it right. (im sorry if i named the gun parts wrong) Please…