01-22-2025, 12:53 PM
(This post was last modified: 01-22-2025, 12:53 PM by rjanders0003.)
(01-22-2025, 03:19 AM)essscaly Wrote:(01-22-2025, 12:51 AM)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?
Yes, It should work fine, but I will double-check
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