Easiest way is via the Shape Editor. Create a blendshape node on your destination mesh. Then select your intermediate mesh with extra joints or whatever, then right click in the shape editor, and "Add selection as target".
Looking forward to the gameplay video, then :) I'm backing anyway (looking forward to checking out the soundtrack :p ), in the hopes that you manage to hit your Android stretch target (non-iOS user here).
What is your targeted polycount? Because the polycount is quite uneven now, The skull looks really cool, but the body is holding it back a little I think. Also did you use any concept for that?
I simply don't understand why people want to be right, at the end of the day, the combination and balance of both gameplay/graphics will sell a game. Is like a recipe! But anyways, with a Metacritic of 6.2/6.5, they missed the target!
Thank you EarthQuake! That took care of the problem I was having with another model also! I know next to nothing about MEL scripting, but that script targets the UV borders and hardens them? Is that correct?
I'm assuming you're talking about getting a model with animation from Max to Maya? Select the meshes and export as an fbx. In the export settings there is an option to set the target up axis (Y-up for maya)
Also with unity3's new renderer non-shadow casting per pixel lights are very cheap, vertex lights are probably going to be useless unless your working with a very low end target.
Target- I think you replied to the wrong thread on accident man, there is a help/faq section for any questions you might have :) Some more art, got a little delayed in posting this... Rumble
Very nice progress, looking foreward to this one. Also some of your Yellow/orange part could problably be in the lowpoly. Depending on what target polycount you are aiming for. Just sayin it could be done.