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1

try Sculpteo, Falling Pixel, CreativeCrash, 3DExport etc.. I will recommend not to use Turbosquid though, that site is becoming a scam day by day.


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EDIT: if you still really want to cut that model in half realtime without any predefined fractures, you might want to look into clip planes. They don't actually generate two separate meshes but you might be able to achieve the effect you want with them. I found a similar question on another gamedev site - and as I figured, there's no easy solution. To quote ...


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This is very late, but just use the TriangleMesh class. In the future, I highly recommend the BEPU Forums for questions like this.


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If I understand you correctly, you have created a model and then imported it to Unity. This model is what you call Cube and contains a mesh. So, just check the file extension of your Cube - Unity5 shows it in the status bar at the bottom of the Project window, when you select a file. If the extension is .fbx - this is NOT a prefab at all. You will lose ...


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The FBX file will not get deleted unless you delete it yourself. That being said, it's generally good practice to build your collision mesh (if you need something more complicated that a simple primitive), in the modeling program itself and export both meshes together. You can then link the underlying collision mesh in the FBX to the mesh collider.


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Source works a bit different than i guess you understand it. I can't claim that everything i write now is correct but it should point you in the general direction! "Converting" a model: You can't just "convert" an model intended to be used on an specific NPC to a player model because the animations that you want to apply are called by actions, and the ...


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Well, a quick Google search has turned up this small Reddit thread: http://www.reddit.com/r/gamedev/comments/1l6eiv/how_do_you_render_a_transparent_model_xna_c_3d/ A non-shader solution isn't possible, since its the shader that is responsible for rendering the model. A non custom shader solution is, and the link above uses BasicEffect, which is XNA's defaul ...


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Research the new-ish tessellation stages. LOD and complex curved surfaces are both easy to implement with a hull shader. LOD example: A terrain, composed of 2 triangles, can be subdivided and the tessellation factor simultaneously used to select the appropriate mip for the displacement map. In this way, peaks of mountains would retain their height, but ...


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This technique is called LOD (Level of Detail). Look it up and you will easily find several references on the internet. How many levels of detail you use is completely up to you. It depends heavily on the camera's point of view, how many objects are within your viewport at the same time, and how many are so far away they are just barely visible. Using ...


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This question has so many answers its unreal but here goes ... I have been working on a voxel based solution that uses a fractal noise source for the data to generate at the lowest level of detail a perfect sphere and then a texture to wrap around it. It's really just an extension of the method documented over at ...



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