Thanks so much for the very detailed answer! I looked into everything, knew some of the stuff beforehand, made up my mind and i'm still not sure which route to follow. After looking into zbrush workflows i've been convinced that i would do my highpoly details in zbrush to generate normals for a mid-level polymodel to have…
I'm not sure which program you use, but I am doing pretty much the most basic thing possible. I create a skeleton and try to merge it to the mesh and this happens when I try to pose it. What else can I do to fix this? I use blender also, so how would I go about changing the weights for these problem areas?
tim scripts are some of my favorite max scripts. there are tons of scripts in the installer, but i choose a few to actually install. there are 3 in there that might be of some help to you. Conform_Wrap.ms :This script will conform one mesh to the surface of another mesh or meshes. What the script does is shoot a ray from…
Bake it down and judge for yourself, sometimes you'll be surprised how much fidelity a normal map can mimic. Not to mention the amount of geo + headache it saves. But to answer your original question: Texturing? no. Performance? negligible since it's a handful more geo but nothing too crazy. Animation? It could cause…
Hey i have a quick question i'm making a greek column and i was going to bake in the textures since i want to make it game ready but something is troubling me. This is very much a noob question so pardon my incompentence in advance. When i make my model does it need to have all the faces connected or can i leave them…
Hello, Myself and a group of others have started work on our third year student game. We're all art students with knowledge in UDK Kismet and Material Editor but that's about it. Just curious to how much scripting needs to be done to actually get the game to work. And where the scripting would need to be done. The game is…
Polygon can be a misleading term when you're trying to size up a model. One polygon can have 3 verts, one polygon can have 4 verts, one polygon can have 59371 verts. Splitting a quad into two triangles wouldn't do anything on it's own to change the vertex count, so while it sounds like there are twice as many polygons, the…
As far as zbrush goes, I'd say to save the final UVs for the end. I would think this way the final UVs would better match the final mesh? If you do want some UVs for the sake of polygroups, a quick temporary UV set will work just the same. Select an arm or whatever, give it a random subprojection, then collapse into a…
Hi! I've learned sometime ago that you can sort of connect two meshes' blendshapes with some menu option in Maya but I can't quite remember what that is. This method allow you to add joints in a side-mesh and have the controllers that drive these joints on the base mesh, and this process is done by connecting the two…
Hi! Do you use Static mesh actors with negative scale in games production (to get more variation)? What are considerations when scaling static mesh actors negatively in UE4? Considerations from my experience: * Inverted Normals: Tested merging a negatively scaled mesh with a non negatively scaled one and it resulted in…