Sweet! Thanks for this! I think I'll modify my texture on this tree and then change the mesh up a bit and do the tall palm like I planned, but without the top part where the tessellation is.
i think you can use the point cache modifier for this. Not sure what formats export the vertex animation in a good way for unity though i think fbx does but i'm not sure
Switch to a new blender build. The decimate modifier has been greatly improved for 2.65 and does now preserve UVs. You can also try to use 'Un-Subdivide' in edit mode.
And already 2.67 is well under way, the new Bevel code just got added to the Bevel modifier: http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54713
Yes, but not only that, there aren't any strong shadows so it's kind of flattening the detail on your model. Instead of a cone light you could try a directional light and modify the shape to soften the shadows.
If you know Blender, I think you'll feel more at home with 3dsmax, it has a similar modifier stack workflow (but more powerful), and I think it's tools are smarter implemented than in Maya.
Heya! This can be done in Fusion. Create > Create Base Feature Then, Modify > Mesh > Brep to Mesh Then in your browser/outliner, right click your mesh body and "Save as OBJ" Hope that helps
You could use the skin wrap modifier or you could setup morphs for the eyelids and wire them to the blink morphs or simply do as doggy suggested and add them to the skin mod of the character.
yeah I guess you are right about the modifying after rigging... but I guess it was more the need to recast. You answered my question though. :) I thought is was a bit extreme myself.
You also have the option of having like 2 draws and just mixing them up a bit. You can always use symmetry modifier to get a drawer which is flipped as well