It's not the same because listening to music doesn't involve you killing guys or solving puzzles to get to the next song. Listening to a song is the same as watching a video or looking at an art book - a big part of games are artificial hurdles between you and the content.
the best and imo only solution is to bake it with a cage... http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29 follow this link and scroll down to: Solving Wavy Lines this is the problem u are facing with your holes. i hope this helped cheers.
i dont see candles but i do see a sort of gelatinous blob shape, maybe if you "cubed" them up at the ends a bit more it would solve the problem :) even if the driver was driving drunk it's still cool, good luck :)
Ok so a quick bump and an update. I think I may have solved the reloading of the rollout within max without severing the links in the reaction manager by creating this script. wont be able to test it till tomorrow but I hope it works.
Finished my double spawner trap. Skellies drown, spideys die to cactus trap. Torches uptop are for screenshot purposes, probably need to be removed to ensure that the mobs spawn. Fun puzzle solving exercise! :) Larger pics at http://www.chriszdana.com/minecraft/
We're doing a UDK game. And the udk forums will almost never reply. But our questions are usually over vehicles which isn't as well documented as udks other features. We've mostly used the beyondunreal wiki to solve most of our problems.
Decided to go with #8. Just some basic sculpting on the hand and face and added the misc pieces. I want to re-concept the mecharm-to-shoulder piece. A lot of the mecharm is going to be reworked, as I move through and solve all the different pieces.
Wooo!! I solved the problem myself, thankfully. It was during the auto retopologization process in 3D Coat that was goofing it up. I increased the voxel density of the object before retopologizing, and for some reason, that made it go weird once the retopologization was done and exported.
yeah doing it piece by piece and high-poly first is the way to go about it. I'm not sure where n88tr is coming from with this "early to be working on the high poly" bit. "uprezzing" a low poly usually causes more problems than it solves.
Ok, mystery solved. I can't believe I'm this noob. Well apparently I created the collar bones with at x 0 position... so it's sharing same position as one of the spinal cord bones. Thanks for all the help. I was a dumbass.