@poopipe @m4dcow How accurately may I cut around the texture before the number of vertices is comparable to the full mesh model, and how much *blank* may I overlook before the engine starts crying blood tears? Tutorials/guides? =0
I thought about doing it that, my change to this plan was based on leaving the exit path clean for easier texturing. The Unreal "gymnastics" is what I'm concerned about. At the moment I have the floor combined as one object with all vertices collapsed together.
So basically you have object A selected, and say vertices. Now you select object B and it automatically goes to vertex subobjectmode, from what I can read? (hah, in the time I typed this, I could have just tested it)
Why not use vertex color instead? You have a ton of vertices in your mesh there. You should be able to bake all your static lighting info into the vertex colors. Did you say which game engine you're going out to?
Nice. This is gonna be tricky. you'r main attention should be his hips and chest. They should oppose each other vertically, like 2 ends of a seesaw. Try to get many references SOURCE: http://hukkanaama.deviantart.com/art/Hound-run-cycle-355578303
Hey guys, sorry for not being very active lately, I have been quite busy. I dont have any plans to add vertical support to it for now, but I will defently look into making the tools work in edit poly mode a well
Yep. You have to do some profiling to tell what your limits are. Generally speaking, you can use a ton of vertices, if your shaders are fairly simple. But you'll only know what the limits are by doing some performance profile tests.
Personally I like to see vertical level design used well, asymmetrical design is something I really appreciate when it's done in a balanced manner. Also a map that is balanced for different play styles is nice to see. And all of the stuff Flaagan mentioned.
might want to try scripts! =) Scriptspot is gonna become your best friend if you re switching from maya to max. http://www.scriptspot.com/3ds-max/pivot-by-2-vertex Select vertices, press key and tadam, pivot aligned to those.
I would do like Rens and Remi suggested. But I would take your original layout, select all the long vertical faces, break/detach them, and stitch the long edges together so they so they fit like Rens layout.