Hrmm that's news to me. I've always understood it that MIAs need to be the middle man. EDIT: Just tried it on a default test map on the base cube, I get the error "The track you are creating requires a Dynamic Actor, but the currently active group is using a Static Actor." From what I understand, static actors cannot be…
WarrenMarshall : yyyyeah... I might have forgotten to unsmooth the geo for wireframe sake on certain things.. lol Yeah. It's for film, but I had a background in game development. For some reason, I'm still too used to modeling most things without smoothing. S_ource: I think they might fall off too. I made it a tad bit more…
little update today i did some fast concepts, which help me when i will draw a illustration also make some rought pose searching(not final) on background web which form in heart queen on throne same but different angle same as 1,but different pose hre come clothes concepts portrait,legs form heart
Woogity- yeah You've got a point about the feet, it actually does look better when it's done that way. My friend Adam suggested I consider hinged legs too, not sure why I was stuck on thinking bipedal earlier hrmmm. I kind of wanted to get that idea out on paper and see what it looked like before going into zsphere…
Hry man looks really cool so far. I think your textures could use some cavity map layed on top (especially the floor asset). It'll really bring out the detail you sculpted.
http://doom3-hr.com/Main_Eng.html this guy shows exactly how he made his replacement doom 3 textures. Basically model and bake, as was already said. For making the actual environment, work on a strict grid - make a wall panel 128x128, a floor panel 64x64, and so on. Powers of 2. Assemble the world from panels and trims.…
I wrote a more comprehensive tutorial on this workflow in Technical Talk - www.polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial