A block out of the entire object is good to get the over all shape dialed in, you might even come back to it and use it as your final low poly, if you're trying to make a game ready asset. BUT you need to focus on the high poly workflow. You need to start breaking it apart into it's physical pieces, of which there are…
yes yes there is by using as few materials as possible so that the game engine will have to deal with as little batches/draw-calls as possible ! never use more than one material per object and put as much geometry in one object as you can. but still make it reusable if possible and don't include some tiny piece that is far…
Well, you've always been able to bake seamless object space maps, but you have to ensure the mesh is smoothed (because it projects along the vertex normals). My cage script will alter the vertex normals so that the normal at each vertex points towards the position it has in the morph map. Modo uses it's own tangent basis…
The UV mesh is a bit more distorted than the image leads on. Here are two new images. I have read issues about vertex order on other forums; however, I'm clueless as to what that means. http://i.imgur.com/vNYk7mJh.png http://i.imgur.com/ii3zYReh.png edit: just want to say thank you for the suggestions so far. I'm looking…
@Shadowstep: Thanks a lot! Actually, it's pretty easy. In Unity, I use the animator to animate the normal projectiles' position. Inside this object, I have a trail (a simple trail renderer) with a wavy texture and a material with a texture multiplied in screenspace. I also have particles systems with a few in local…
Object Paint http://youtube/ZwHJgfdOFDw has spacing tool inside , also option to pick an edge from a model to place objects. Has randomisation. So for basic use it's very good. I cannot use it because it's impossible to create precise strokes by hand, paths from edges are better in that case. (I has to modify this paths)…
You wouldn't need to export each object as a separate file, or set up a unique group for every object to do this sort of baking, you would only need to have enough groups to ensure that parts aren't overlapping. Even with extremely complex meshes this could probably be accomplished with less than 5 groups. For instance,…
I've heard that said over and over again, but i disagree. I do agree that you shouldn't consider them the same app. and you should recognize differences and see the potential strengths and weaknesses of each setup. But to not learn from your experience in one program seems pretty foolish to me. It's NOT a completely…
It's important to remember that sub-object selection is passed up the stack. If you travel back down the stack to Edit Poly and don't exit sub-object mode, whatever you have selected will be the only thing that the unwrap modifier will operate on. Typically you can just go back down the stack, exit sub-object mode…
Pretty easy. If its one object give it a base material, then select polys you want to apply the image to and apply another material (image texture). You can even place textures on top of an object using projection. I'm pretty sure you can control the properties of the textures too. When you ask a question its a good idea…