Been a while since my last post... Testing Blender 2.66, dDo, nDo and Substance Designer. Here's Unity asset I made with the help of dDo. Original TGA's intact, diff, nor, spec, height and reflection map.
ps. Check out Death to the Armatures. After seeing what's killing Armatures, I made a quick armature with empties to get the constraints worked out, then used the same constraints in a proper bone rig. Huge time saver for complex constraints.
Hey BB55. Longtime...Thx, Still a little high, but good enough to show the power of dDo. http://quixel.se/ddo/ it's incredible.
Thanks a lot MajorNightmare! You have been extremely helpful in helping me improve my modeling and textures. Through the tid bits of information you have left behind, I now understand the importance of mesh topology and improving my textures with HDR. Because of you, I have decided to rework my cheetah and other models to improve the mesh topology. Thanks for the new tip and the link to that dDo application. It looks like something i could use.
EXCELENTE TRABAJO.. DISCULPA, COMO HACES PARA SACAR LAS TEXTURAS??, GRACIAS
A real Robotic Arm would not have those links to one piece of metal to another but it is still a pretty cool blend.
Your process of setting up a quick armature with abgerny empties to test constraints is a smart approach! Rigging can be complex, especially when it involves intricate constraints, so refining it with placeholders first is a huge time-saver before committing to a full bone rig.
Thanks for sharing this. Nice Textures and nice rigging! I like how it's low poly enough for games and films.