By Paul Steed
I discovered this boith stressful and aggrivating, the place that, even though it does include a CD to assist, it truly doesn't comprise the neccessary software program to creat it resembling 3Ds Max and personality Studio. So simply ensure you have them before you purchase it.
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Additional resources for Animating Real-Time Game Characters (Game Development Series)
Use Snap (Snap to vertex) to put the elements in place, but be as careful as possible to keep the vertices aligned just as they were while whole. It is very important to make sure you apply an Edit Mesh modifier before re-arranging the elements. This technique relies on the ability to turn the Edit Mesh modifier off once the UVW Map and Unwrap UVW modifiers have been applied. It's easy to just start moving the elements around without applying an Edit Mesh modifier to the stack. 48 Arrange the elements as if they were unwrapped like an orange peel.
Regardless of who does the art, it needs to be as good as it can be and fit the real-time game character to which it's been applied. It has to fit on as few texture pages as can be managed, which reduces the strain on the game engine as it's loaded into a scene. It has to also make use of opacity, Chapter 1 Built to Move 47 reflection, or even bump-mapping capabilities if they are available. 55). 55 Texture maps with opacity maps can create a convincing head and hairdo. Note that the UVW coordinates have been changed to take advantage of the mirroring function within the Unwrap UVW modifier.
29 Lines seen through the back side of a mesh indicate that the vertices are detached. 30 Detach the triangles of the upper lip to their own Element. 31 With the smoothing broken up manually, the surface of the face looks better. Chapter 1 Built to Move 29 Again, the reason for this "detach and reattach" process is because most real-time engines ignore the smoothing groups you assign in 3ds max and apply their own form of smoothing as they draw your character's mesh while rendering. This is the only way to simulate multiple smoothing groups.
Animating Real-Time Game Characters (Game Development Series) by Paul Steed