Have you looked at the animation help files in Unity yet? They cover the basics pretty well, it kind of sounds like maybe you haven't read any of these yet. That's the first place I'd recommend checking out. If they deform, it helps to bind them to the same skeleton as the skin, so you can fix/avoid interpenetrations. But…
Hey man-- geezus crist you got a good eye- Well, at first- the floor grates are not supposed to be transparent to begin with. I just figured I'll come up with something along the way for the design--- I just kept on working away with the other pieces- the floor grates was a last minute change- I rip off the idea from…
HAIR AND HEADBAND With the hair I started on the 2nd subdivision to sculpt out the general flow of the hair adding in the basic appearance of waves using the sculpt, smooth and pinch tools. It was important on this low level to ensure the hair was completely smooth as finer detail will be more prominent on top of this…
The following is the kind of naming convention that I use when going into a project. For the names of the meshes I would use the following: Folder assets came form_What assets is_Iteration number H_Roof_00 For the names of the textures I would use the following: Folder assets came form_What it goes on_Type of…
Thanks for the reply AdvisableRobin. I was wondering if it is possible to have a static mesh that consists of three different materials when exporting out of Maya. Two of the three materials are tillable, but when I export the static mesh out of Maya into UE4 it is combined into one object and has three different material…
@rafregidor Thanks :) All you got to do is import a mediumsubdivided/decimated character into maya/modo/max move him above the grid and scale to somewhere in the scale of a person, my character is about 1,8m tall. When all of that is done, export that and you're now working within MD's scale. Getting all of this into…
I have a question concerning the lowest sub division vs the in game model. In order to transfer the polypaint you export the lowest sub to unwrap it, then reimport it back to zbrush and bring it back to the highest sub div level. However, as i see it this is assuming the lowest sub div level will be the in game model. Most…
Like bonebrew says, check the import/export settings on zbrush; otherwise the only things that will cause the scale to shift is if you change it with transpose or an offset/size deform. Also check your obj itself to make sure it's at the same scale as the model in your Maya scene (I'm not sure what Maya allows for export…
Oh yeah I was foggy this morning and seems I didn't read you post properly Its a while ago I used displacement maps but I would of thought bevels would be ok since you only get displacement when you subdivide the model at the end. I understood displacement was for large details, normal naps are for high frequency detail.…
Zbrush inherits the scale from the first Subtool. Anything you append after that subtool is scaled and its recorded in the "Export" menu. When you export it is then re-scaled back to the import scale. Like Cryid said everything works better at ZB scale so the objective is to work at ZB scale without loosing your original…