Are you creating a video sequence that will loop behind the play area? Or do you want a realtime effect that renders "live" in-game? I don't know Blender specifically, but I'd suggest trying a distortion material on a tube. Some examples of distortion for animated clouds etc. in my Sketchbook thread. The tube can be a lot…
The clip curve brush actually pushes the vertices, so you get that kind of result when you use this brush on a too big portion of you mesh. Whay I usualy do is, I use the clip curve brush again on the artifact to push it back into the shape I want, smooth it and use the hpolish brush to make the correction invisible. Using…
Keep in mind using non-square textures, like if you want multiple textures that tile horizontally you can stack them vertically on top of eachother as one tall texture. You can always break up the mesh and overlap UVs when it's necessary, but if you avoid overlapping you can more easily add another texture for unique…
Anyone used the new Topology Brush yet to make a low poly Mesh? I find it incredible fast to use but unfortunately it has some big flaws for me. I cant edit vertices in any way, not even delete them! I wish they would have just added the topology brush to the existing topology workflow. The programm has so many different…
The silhouette looks pretty decent so far. I think you have too many divisions vertically and not enough horizontally on the legs. I personally wouldn't recommend collapsing the rings at the elbow/knees too. Your model isn't quite low poly enough to warrant trying to do that kind polygon saving compromise in my opinion.…
Well idealy you would unwrap at the render level sub-d. However, it is very clumsy to deal with that much vertices when doing unwrapping. I always apply a first iteration of sub-d and do an unwrap on this in Blender and think that this will work in most applications alike. I think ( not sure) you could only depend on the…
YEA! I knew it was gonna be big. But this blew me away. Loving the more mature feel of the game. Like that the dungeons are no longer just corridors with random enemies. It has verticality. The new cat looks awesome and just in general the redish grey look on themes with the high detailed and crowds look amazing. Reminds…
Inside of Unity, you can't really do that easily. You CAN get Unity to move the vertices of an object so they're centred on the origin, then move the object that distance away so that it's visually in the same place except that the transform position is now centred on the mesh. Setting anything as the target, it'll use the…
The stairs on the side of that house are looking enormous right now in terms of vertical spacing, especially compared to that character mesh you have placed on the bottom. Just looking at the concept you originally posted, I'm counting about twice as many steps as you have placed currently. Seems like you'd have to jump to…
generally all you can transfer with openly available formats like FBX is bones and vertex weights, not control rigs or app specific functionality. if you export to a game engine then the animation done with those gets baked down to the bones they influence. a lot of rigs use multiple layers of skeletons and controls where…