Gh33, I just added a mesh with vertex data for the particles. No 'custom' stuff. It's just Doom's default particles. Changed the name for my item, previous was just a filler.
@FireTruck in that case, add a deformer item to your models, select the cage morph map in its properties, and enable "Show deformers" in your viewport preferences ("O" by default)
Hi mate! As things are going now with the smooth groups? Should i install a third-party plug-ins for this, or the latest version of Modo has nicely by default for smoothing?
Is this after you re-render in high res? if the default resolution isn't very high or you haven't rendered it high res, it might be the preview icons which are tiny.
The color scheme seems a bit off in places, it doesn't quite mesh with the default. The shapes are nice for the most part but the rectangular ones in the front don't work for me at all.
Still not on par with the features in Marius's modifier...yes it's a quad chamfer, But Marius's script offers numerous ways to apply and manipulate the quad chamfer that doesn't seem to be in the default max.....
In forward rendering each light adds an additional pass, so if you have just a default directional light in your scene then it would double your vert count
Looking good although why the giant floor method? Or was that just the default floor that pops up when first load UDK and you slapped the texture on it? Keep it up.
I find with the SuperPNG plugin it's pretty easy. You can set the default to be "Alpha appears as a separate channel" and then everything will be used as an alpha channel rather than transparency.