You can do something lightweight with vanilla modifiers. Not as robust maybe, but still... Vol Select on the ball, using the hand mesh as the selection source, and have Soft Select enabled. Then add a modifier to deform the selection with, like a Push set to negative.
All of you guys,big thanks for the feedback! I'm very happy you like the progress of this model. Does any of you use 3pointshader? if so,is there a way to enable double sided polys? I can do that manually with xoliul's shader.
I Enabled the Autosave in Maya Accidentally deleted the Model just when it was prompting me to autosave i some how fell forward on the enter button and boom all hours of work lost i mashed my head into the keyboard afterwards
Now I got what happens with directional lightmaps, it simply creates the world/object normals interpolated by light for the faces which enables a static nmap to be rendered cheaper (correct me if im wrong). Is that the same that UDK does? I wonder...
Anyone had issues with this or knows how to solve it? When I used Rays, it works fine, however this happens with Cage enabled: Also, when I move the polygons manually of the LP model, they work fine. Is this a Max issue? 2011 btw...
A quick update on the Hibashi. Just started with the coloring. No work on the masks yet. Lucky for me that Brewmaster is alpha enabled, had not checked that before i started :) Might have to bind it to his spine instead of the mug which i tried this time.
From what im reading have you tried to bakejump from an other platform ? not that it's unthinkable but if padding is enable and creates problem try from 3dsmax or maya instead of xnormal and see if there's some improvement. At least that's what i would do.
Don't get caught up in the real-life physics of it, as any shading model is an approximation. Does the surface of the asset you are trying to recreate behave like the metal effect that your shader/material allows ? If yes, enable its metalness ; if not, don't.
You can easily get your cage in maya by using the display "both" option in maya transfer maps option. When you enable display both, you can then select the cage shown with a red translucent material export selected.
Use my shader! It's not hard, and you can enable half-lambert for more TF2-like rendering :) If you round this up nicely with it, I'd love to put it on my site even as an example, since it's so different than the other stuff on there.