Thank you! I found primary visibility with your help in the Arnold manual and that's exactly what I'm looking for. So In 3ds Max you have to apply an Arnold Properties modifier to the geometry. In General Properties tick Visibility and untick Camera (Primary Rays) You can also control the amount of shadowing by applying a…
The blender explode modifier is pretty good. Not quite sure what Maya has to offer. I understand that performance is important, but if are really that concerned about performance, your problem lies not with polycounts, but with the fact you decided to use Unity for a project with higher ambitions than that of a card game…
in such a case, the first thing i always do. find out exactly the steps you use to get the mesh to the client and then what steps they take to open/load/preview it. i assume its some fbx stuff? i guess you do not have some weighted normals modifier or something going on on your end?
not animation. Deforming the volume itself with a spline / function (eg a bend modifier) doesn't strike me as being a massive leap over what you already have. It'll depend on what sort of cunning stuff you're doing to make it go fast though I guess
Yes! Everything will be retopologized, but for most parts it's gonna simply be a matter of disabling the subdivision modifier, removing unnecessary loops and adding a few bevels. Some parts will need to be completely done by hand since a few levels of subdiv have needed to be applied in order to add small details.
I've done a lot of vertex coloring work in 3ds Max, and in Unity. The Vertex Paint modifier can be a bit clunky here and there, but it's pretty versatile. Check my Sketchbook for examples. Unity store had a bunch of tools, at least a few years ago when I was using it.
Just some updates on preparing the model for final sculpts. Im starting to project the detail from the original high poly to low poly and its working out pretty well I think but i am going back to modify some of the low poly for better silhouette.
Updated step 2 yesterday, showing the process of using the skin modifier to create her base mesh. If you're interested... http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-2 Step 3 should be done today...using Dyntopo to resculpt the base.
Had some PC problems so I couldn't start the texturing.. for good. Take a lok at my modeling part and decided to modify it a little bit: It's still in Max, UDK port will come soon (with textures I hope^^) Stats so far: 15574 Verts total
You need a shader that supports vertex color blending. Both in 3ds Max (for creation) and in Unity (for display). Although I think there is a vc tool in the Asset Store, so you could do all the vc work in Unity. In max, you use the Vertex Paint modifier.