I don't have so as much time at the moment to actually add and modify stuff, however got some small breaks while working and can check if pages needs editing. Do we have some kind of tag to use on the page to quickly mark it for editing/updating?
Updates are looking great! There are a lot of interesting old, ornate cash registers. If you want to take a victorian, decorative route on furnishings and stuff in the shop. Also, have you considered adding this to the Polycount Tower? It seems like you could fit a modified version into their setup pretty easily.
If you can use 3ds Max, I would suggest simply using a Flatten mapping in the Unwrap UVW modifier. It's pretty automatic. The packing is not the best, but certainly good enough for lightmapping. You can also play around with the angle control (increase it) to get larger UV chunks.
what are you export settings like in blender? when i export a LP i choose .OBJ (Selection only, include egdes, smoothing groups, include normals, include uv's) and i de-select apply modifiers so that sharp edges get written as smoothing groups.
load envelopes will work if you uncheck 'load weight by vertex', but as has been mentioned,skinwrap is probably the best way to go I used to sometmes get away with modelling the lod in an edit poly beneath the skin modifier,which works fine but can go weird sometimes
Smoothing groups and control edges wont help much, if at all. Obscura- there is an issue with that technique, if you look at the sloped angle, the traditional high poly has a nice and smoother highlight than on the one with the modified highpoly. Although I think you could easily improve that with a bit of tweaking.
MisterSande - Its fairly easy, When in Dynamask mode you have a brush icon and a en eraser icon at the bottom, use them to modify your masks the way you want. More documentation will be available when the next version of the Suite is released, when 3d painting is available!
Thanks musashidan, that's indeed a great example. I started with a plane, added an edit poly modifier, and then added a turbosmooth on top that I could toggle to view the result, but do any of the other sub-d tools allow for easier editing of the underlying polymesh whilst viewing the smoothed results?
Thanks for the comment Savannakhet! Still working on the 3rd pass adding in grass and ferns. Also added in a fill light and softened up the shadows. Modified my Wakfu character with a new "Do" and a medium armor set to be the adventurer! Continuing the 3rd pass and coming up with new animations for the adventurer.
Thanks. Yeah, the mud is way too soft right now. Im going to completely redo the texture since I had to modify the topology around the face and have to have some new UVs to go with it. why did I think this was okay? Looks much better now.