@steady: Yeah, I am a strong supporter of such a system of radical direct democracy too, even though it should be a little bit more sophisticated than what you wrote But really that is what society through the means of technology is moving to, and I think it really is only a matter of time before such a system is deployed…
@Pea, I find the Knife quite versatile really. It can do many of the things that connect can, just in Blenders own way :P After cutting the mesh, you can select 2 edges and then constrain the axis by hitting X, Y or Z and then S to scale across the axis...this will emulate pinch. (you can also designate the amount of pinch…
well, polycount means barely nothing anyway. Same model with different uvs, bones influences, texture size could be very efficient or very heavy. There's so much more constrains than polycount, rules are much more complex than "make character 1000K" some are: hard edges double the vertex count on the seam uvs border double…
As I mention I don't know unreal ed well, so I'm waiting for someone who does to tell me these ideas are useless.. but if I was looking to do it I'd look up if its possible to constrain to path in unreal rather than max, as I know moving stuff on splines is pretty cheap performance wise and also from working on a fish game…
Fair enough, but it is an art test for a video game company and I know everyone looks at it differently, but I'd be more concerned with someone getting quality out of a normal enviornment pipeline then getting quality out of methods that can't be used. I'm not meaning any insults here as I'm talking on a broader scale for…
Hi, is there a way (constraints etc.) to make objects rigid with PathDeform? I know you can use bones, but PathDeform is pretty quick for aligning objects - issue is, that objects meant to be rigid are deformed. thx
Hello, Here's a piece I'm working on for my 3D modeling portfolio. Modeled and textured within the constraint of a game engine. Open to constructive critism. Thanks!