Their is some scripts for and max that places objects/object over a specified surface - randomly. It can be a good start for some of the debris that will be scattered all around and reused. But i would say go with a physics system if you can. Always looks more convincing.
Well being a water wheel I assume it's gonna be moving, so better suited to dynamic lighting. General rule on lightmapping is the bigger the object the bigger the lightmaps need to be. Smaller objects usually use small lightmaps or even vertex lit in UDK.
Great start so far. Though be wary that some of your objects are not lining up with the concept. The position of the metal objects (not the pipes, and using the grate as a reference) seem to be too close to the camera. Though it depends on how close you want to stick to the concept.
I think they're going for the item-highlight they had in deus ex, and the permanent highlight to signify usable objects. Since if you notice, only objects near reticule gets highlighted unless they're usable static items like ladders or doors.
Apparently can be solved (for the most part) by baking with ignore back-facing ticked within Xnormal. Or for 3ds as Joe 'EarthQuake' Wilson puts it "by disabling shadow casting and enabling backface culling on your floater object, by going to the object properties or something." [sic]
Also, if you're moving an object by selecting ALL of it's vertices/faces/edes/whatever, then the gizmo stays in place, since the pivot point isn't actually moving. You're just moving the geometry in that case. AKA, get out of sub-object mode. :D
much better but i think the object is a little to boring / plain. Add some more interest either in color or objects like wires or adjust the shape. Right now its very boxy where most pics show much more curves
Hello, I have two rectangular shapes with corners, and I need to connect them with a mesh like this: In this case I used the Terrain compound object, but I had to convert the mesh to Editable Mesh and delete the faces inside the green shape. Is there a modifier or object type that can connect these shapes? Thanks!
http://home.mn.rr.com/ihworkshop/terrain.jpg Did this last night. Going to try a water fall scene next and add some scatter objects. I made some scatter objects for this piece but was having trouble with getting it to work properly. With a couple more experiments im sure I'll get it figured out.
Can someone explain if this is possible and if so how to set it up? i want to have a physics simulation interact with an animated object but i cant see any way to get the animated object into reactor without either giving it 0 mass and losing the animation or giving it mass and having reactor override the animation? any…