The more logical way (to me) would be to have the main assets in 3d and only the background objects as simple sprites. So you could even rotate the main objects. If you do the main assets only as sprites they would be flat so you cannot rotate or move them. But maybe i just don´t get what you´re trying to do.
Thanks mr. banana. do i have to mold the separate object around the base mesh where it joins or 'touches' or just have it going into the base mesh and only worry about what can be seen 'coming out' of the base mesh? i hope that makes sense. if anyone has any links on tutorials how to make hair as a separate object, that…
Actually, a GameObject scale should affect all contents of it without any fancy individual scaling you are reporting. Are you completely sure you have actually moved your objects under the parenting of another entity and scaled that entity? Objects will only scale individually if they are selected individually. In Unity, I…
I don't think this is possible in a forward renderer without drawing a separate copy of the objects projected onto for every decal on the object; unlike Cryengine or another deferred renderer where the unlit colours and normal of the surface are stored and the lights are done after (hence deferred) in a forward renderer…
I had a few times that issue and I had the impression it was a bug.
I solved it selecting the full object and applying a "quick planar
map". Nothing else seem to work. Then doing exactly
the same seams and UV steps the straighten tool works perfectly. Problem: Solution (or at least works for me) quick planar of the full…
Ok cool good to know I was unsure about object space being deformable. I must take a look at what different engines can do with normals. They are such a technical area so much can go wrong with them. The reason I was cautious of object space maps is because in the majority of portfolios I come across the standard type of…
@PogoP - Yeah I have to agree with you on that. I think it would be wise to use a 2048x2048. Well after baking the normals I found that other areas were lacking pixel density, so I symmetry some objects to address those areas. I repacked and gave more pixel density to more of the important objects. Second times the…
using multi-sub object materials is usually the same performance as just using more than one object. It's bad practice to be using multi-sub materials in some engines. What engine are you making this for? Another method you could use is having two different tiling textures masked by a larger texture. Or you could use…
In 3dsMax that uses Nitrous viewport there is no flickering. In 3dsMax 2009 the flickering is constant. The problem is in 3dsMax. You can't overcome it. About the code: thiso.mesh.numfaces creates copy(in the memory) of the object each time when it is executed. In the same loop it is used twice. The same is valid for every…
Thanks for the help. It was a scale issue. I increased the model scale and the bake came out much better. I am now on the next step, which is trying to get the tangent space matched properly in marmoset. I can see that the object space is fine but need to figure out the combination to get tangent space looking correct.…