BTW, one redeeming quality for the modern (cherry-based) mechanical keyboards is that the parts are very easy to source. And given that the target demographic is that of computer enthusiasts/tinkerers, there is a lot to chose from in terms of DIY solutions from simple kits all the way to full on scratch builds. Meaning…
I've done things like this many times - usually for character customisation and facial animation. Basically just do what coven says. I usually found it safest to drive the actual deformation with blended morph targets rather than freeform movement because that allows you to control the extents of deformation.
No idea why it is doing this, sounds like its continuously loading in new instances of the texture in memory. One solution would be to just use a different program to display textures, either the target engine or an intermediary program like Toolbag. You shouldn't use the Maya viewport anyways, its full of lies.
Blend shapes is the most common name I hear for vertex animation, followed by morph target, but I might not be the best source. From what I know, blend shapes are mostly used along with skeletal animation for facial animations, and skeletal animation alone is pretty much used for everything else.
You'll want more vertices for polypainting one way or another. If you don't need the extra density across the entire mesh that comes from subdividing, then you'll at least want to split the vertices where you want the sharp transition to be (set the zmodeler edge-action to unweld, target: edgeloop complete' ).
Must be, I noticed there is an option for floating point render target and some settings in there for 32bit and 16bit. I turned on 32 bit and the banding went away with gamma 2.2 on. All my lighting is way too bright now, is the idea of this mode to let you expand the range in your dark gradients?
LOWPOLY'D Current count is 63k tris, which gives me plenty of space to work with (my target is max 100k). Probably will make another bit of a detail pass on the armor and capes before the final bakes (everything atm has temporary UVs), and then will move onto the final pass+lowpoly on the head.
Spent some time figuring out Material and Target Layers for Landscape materials. This is just a blockout of materials. Next step is to build a pathway mesh to lay out using the spline tool and then a few fence assets. If you've any tips on this, it would be greatly appreciated. Hyper fast paintover for fence placement.
games that dont have an easy difficulty mode even when they say they do. If I have to try the same thing 3 times its not easy - its hard. This wasnt such a problem when I was 15 and had all the time in the world so perhaps Im just not target market anymore
There's nothing shit about a WASR. If it goes bang every time and puts a bullet on the target within minute-of-bad-guy, that's exactly the rifle it's supposed to be. :) Nice AK. Needs a good slant brake on the muzzle though (unless you live in occupied territory and local laws prohibit said common sense...)