If you use selectMode to enter component mode, it will switch to the last active component selection mode that was used. If you have multiple objects selected, selectMode -q -o will return true as long as there is at least one object in your selection still in object mode. Personally I use a hotkey to toggle between Object…
overall the game is definitely pretty looking. i like the first-person-ness of it all - pulling on the gloves and helmet and so on, makes you feel part of it. the cockpit view swaying side to side constantly in flight puts me off though. the flight model seems rather basic to me however. tense, unforgiving dogfighting in…
The beautiful thing about making a game is aside from the terrain & particles, its really not complicated to swap all your models that are in maya / max to another engine. Code is a different story. Although cryengine 3 uses c++ which the next unreal engine 4 also uses. I would hope you can still somewhat transfer that…
yep, he is right, normally it explodes the model in source =] going out of the default is really good but also risky. a good example is te mount from Airborn studios, the stag one, that is a great idea and really fits the character i like the aquatic idea but i think you should keep it subtle I think I can point some parts…
oh yeah... totally forgot about the plants :poly136: Thanks for the mention! Mirror's Edge does indeed have the best art style :B. But I don't think the hacked UE3 editor supports the same lighting solution as the original game. A real bummer Iiii haven't got a budget... runs well enough though, and they're not…
is that max bones? biped? if max bones, you want to adjust your bias handles in curve editor so the 1st and last frames have the same in/out curves. there is also a button along the top of the curve editor that automatically loops the animation so you can get quick looping previews. if biped, you can use the curve editor,…
This is something we've been addressing with various free updates to Toolbag. As of today we have very good support for the engines you mention. Marmoset Toolbag 2 includes a UE4 preset material which supports the standard albedo/roughness and metalness maps, and uses GGX reflectivity. Click the presets dropdown in the…
Yes, a single smoothing group, no splits necessary. If you read through the 3 threads I linked above I go over the steps. It's actually very straightforward. Just swap out the substance Painter parts for Xnormal. It uses mikkt by default(and also has compute binormal in pixel shader on by default) But you can double check…
You wouldn't have to weld every vertex manually. You would say select the faces of what your going to copy, duplicate faces (its an option under edit mesh) and then hold d and snap the pivot point to a vertex of the duplicated faces, go over to the area you are copying it to and snap the duplicated mesh to this area with…
Thanks for the detailed feedback; I know what time is worth, so thank you for sitting down to make detailed notes. From the feedback so far, looks like my best bet is to tear down all my 3D assets and rebuild my portfolio from the ground up, rather than swapping around as I have new material. Aside from the detailed…