I've tried morph targets before and I don't recommend it. It's hard to avoid oddities from the morph target fighting with the bone weighting. Since you have to weight the cloth to bones anyway so that it moves properly with your character to begin with. I recommend bones as well but make sure you speak with your animation…
Fuse just listed pretty much what I am missing when it comes to modelling. The things I can't model quickly without are universal "Connect" (plus connect-2 and connect-3 to quickly insert 2/3 edges into a selection), universal Collapse, and a toggleable system of working in highpoly (High Quality Preview in Maya is…
"This is a lot to digest. There really should be some online courses that cover secondary forms; there are so many considerations and things to be aware of, it could very easily be its own topic..." Actually, Scott Eaton one of the founding artists behind digital sculpture had authored many of the fundamental…
When I was working on my UC entry I tried to figure out how Epic did their skymaps and why they did it that way. I know now how but not entirely why since there is a bit of waste UV wise. They could be used as reflection maps, but a proper cubemap would be a better option due to it actually having a ground in the map.…
Hey folks! For a Masters degree in games design and modeling I'm doing a project involving a "Custom character system" for the UDK which I want to share and would like your opinions on. I've come up with a 'workflow' which could be used that goes from stage 1 modeling to the final result in engine. I just want to show some…
@Kanni3d is it common to have maximum triangles amount in asset specification? I understand that sometimes an additional 20% of triangles can make the model look much better but still probably there should be some target tris count (maybe +/- 10%) otherwise something that in artists' opinion is low poly might appear mid…
Yea this is entirely possible. Like commander_keen said...target platform is important..but I'm just going to assume you are looking to target PC. Unitys terrain tools are pretty easy to use..once again, like commander_keen said, the terrain can do a decent job of loding/culling. Really...you don't need to be worrying…
Aside from the useful selection tools, I would highly recommend optimize. It allows you to collapse edges and target weld verts in one tool. [ame=" https://www.youtube.com/watch?v=fwkJcnD5bAY"]3DSMax - QuickTips # 2 - Optimize vs Target Weld - YouTube[/ame] By the way, where the hell is the delete and remove hotkeys? Like…
Problems like that can usually be fixed if you make your own custom cage for baking - basically duplicate your target mesh, push all the verts out along their normals so it completely covers both target and source mesh, then give it a once over making sure the cage isn't penetrating any of the geo including overlapping on…
The one thing I thought that was going to scale as the game progressed was the number of reconnaissance missions required to assign the hit. I figured that if the early missions only needed three, the later missions would require six, but it never scaled and thus never felt that the targets increased in difficulty. My…