New Tutorial - Complex PhysX Hulls and Normals (2nd Method) - Also Chain Creation
#1
G'Day Everybody

This is a 2nd tutorial covering how to break your models into elements and maintain surface normals for smoothing.  This method is different to the other tutorial I posted, and between these two methods, you should be able to make very dynamic PhysX animations with smooth textures and no sign a model was broken into PhysX elements for Hull Purposes.

Enjoy
Rob

 https://youtu.be/t9zGLvhY54E
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#2
(10 hours ago)rjanders0003 Wrote: G'Day Everybody

This is a 2nd tutorial covering how to break your models into elements and maintain surface normals for smoothing.  This method is different to the other tutorial I posted, and between these two methods, you should be able to make very dynamic PhysX animations with smooth textures and no sign a model was broken into PhysX elements for Hull Purposes.

Enjoy
Rob

 https://youtu.be/t9zsnake gameGLvhY54E

Does this method work well with models that have already been UV-mapped, or should UV mapping be done after breaking the model into elements?
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