Hi guys, I've just finished skinning my character and am just about to create morph targets. I have been advised to bake all the envelopes down to the vertex level? Anyone able to help with how I go about doing this? Thanks :)
Finally finished the texture for this. 3036 polys with 1 1024^2 texture and an opacity map for the fur and target. I hope you can see everything well enough, I kinda suck at lighting so some parts are a little dark. Although it's nice to have something to post again. Any suggestions?
OK XSI users I'm trying to import an obj file. This one to be specific file (Right click and save target as. Otherwise it opens in Notepad.) However when I import it nothing shows up. Does anyone out there have some advice for me? Hopefully I haven't missed something obvious.
Hehe - not too sure but i guess there is a D3 keygen around. Tryed to join a doom3 match and guess what "key allready in use". Oh my - did someone heard about something like that? Im pretty sure that i didnt gave me key (TM) to anyone and i should be a pretty boring target for crashkids.
need some help about modeling for mobile games and texture also means how much should b the polygon, and how much should b the texture size and how can i import all the things in program. The target platform is nikea opengl enabled mobiles.
I used to use this but the newer polycount does not support it, anyone know how to click a thumb nail and make it go to the bigger picture? <A HREF="https://www.malcolm341.com/misc/unwrappipe_01.jpg" TARGET="ps2"><IMG SRC="https://www.malcolm341.com/misc/unwrappipethumb_01.jpg"></A
Hey all! For my entry i'm thinking of doing a soul volley, where after all 3 souls hit the target it is infused with soul energy which then detonate in an aoe around it. I'm going to keep the most up to date WIP video of it Below. https://youtu.be/4hzwBh-1Mic
Still a lot of placeholders and missing textures. Assets intentionally have higher polygon counts and textures for a closed environment for targeting next gen consoles. I will fix the scale/proportion. Also, ignore the FPS thingy. When taking screenshots, it tends to jump up and down a lot (it actually runs at 100fps).
It's neat looking, but it does look a bit bowlegged. Also maybe add some bulk to the hip area on the vertical axis. This thing needs some tassets (thigh armor) as the leg spindles look like a very fine target. I do like how you've done the feet.
Ive recently tried using the morph target brush w/ z brush on the low poly when I subdivide it to avoid loosing the form i worked so hard on. but I noticed when I go up subdivisions again it happens all over. Is there a way around this? any help is apreciated! thanks!