I think on the first one you are wanting to use vertex weld to collapse one of those verts to the one above it, those faces are seemingly 'connected' already unless the verts aren't welded..? 2> Like EQ said. I'd do it in a flat strip then use bend modifier to make a cylinder> that way above will warp the arch parts…
This shit is like spam! Some more of to days work! Finally got the vertex blend shader to work almost like i want it. I'm planing on doing the plaster into a gray texture and just multiplying it in UDK instead. Maybe add a dirt/grime and a leaking layer in the shader. Right now I have one channel for the thorn parts and an…
Back on this! I took a break to better learn how to author and use trim textures since it's a technique I've never used before. A lot of failing haha. I've watched Alex Senechal's tutorial, which helped me immensely though - thanks, dude! Some work on the shaders. Trying to re-use as much as possible. I currently have…
Here's an update on the textures. I've just blocked in basic colours at the moment, and added a cubemap reflection to the windows to give it more of a reflective feel. I've not detailed anything except the bricks. Got a question for you guys though, would it be feasible to make all my grime/grunge simply painted on via…
Well, the bending and using and FFD to nudge things into place went rather well, the last (and latest question) is about normals. You can see how there is a seam in the bend at the top (in my latest image above). This is from the bend normals being smoothed by a smoothing group. I am not sure how to take the end verticies…
Unwrap UVW is dependent on the topology of the mesh, so changing the vertex or face count below it will totally confuse it. your best bet is to collapse the unwrap uvw into the editable poly. You can now edit the mesh and max will do its best to keep your UVs intact. Cuts and connects work pretty well, extrudes will get…
Finished this little guy up...uses a tweaked model, but all animations from all other characters will work on him. The civilians will be getting their own custom animations, hiding, panicking, etc. I put in a simple iPhone mockup (yes it's an old ass phone)...just to show something more realistic to how they would appear…
its very clever - kind of like those sculpty things in second life but actually useful (probably). I'm having a bit of difficulty understanding why this is any more use than a standard mesh format though - its still got to store the same data. I guess it makes it easy to programatically change LOD by simply scaling the…
Somebody was asking about the wire frame for Hoffman. Here is a breakdown. You can see the triangle count but do know that what actually matters is the vertex count as seen by Unreal Editor here. Ideally for quite a few characters you do not cross 10k verts. Lots of the common enemies are anywhere from about 6k-8k verts.…
A more detailed explanation is the surface normals of the cage dictates the angle in which the high poly is captured. If the lowpoly and cage are completely flat, the highpoly will be captured as completely flat. If there is a flat part on the low poly that leads into a sloped area, you'll see on the smoothed normals that…