So I've recently watched Simon Fuchs' Military Radio Game Prop Tutorial Series because i was sick of starting a project and then immediately getting lost, unsure of where to go, jumping back and forth in steps and just plain clowning. I wanted to see, from start to finish, the pipeline expectations of a professionally made game asset. After viewing i realized that i still have a lot to learn. This is my first project after watching, to test the theory that i learned, and more importantly, to test my ability to start and see a project through to completion. I chose the project because i felt the scope was something challenging enough to truly test my abilities without overreaching and getting discouraged. Please don't hesitate to give your harshest critique.
At this point I've more or less finished the mast and fork areas of the high poly and am currently fleshing out the floor board area.
model
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Thanks for checking it out!
import that and move the joints about so it's in a seating position.
You're absolutely right, Its funny because i literally just adjusted that before i came and saw this comment. I noticed my seating area was about double the height of the reference. That was one mistake i seem to have overlooked entirely at the outset of this project, forgetting to use a human scale as reference. . I usually work in larger scale because I find that target weld and other tools working with small objects in real scale is often finicky. Is this accurate or am I just making stuff up? Would you recommend working with a human scale model to block out and then sizing up or is this just a non issue? Also upon exporting the UE4 mannequin to Maya the skeleton seems to be completely broken. Should i be using a different FBX year version or something or is there another solution to that issue? I got the mesh and skeleton in but its basically un-movable. I used it as a basically scale reference but i couldn't use it as a "seated person reference"
Erm from the get go, I have a default scene custom made to already include a Human scale. and one that's in a seated position. So yeah, I would definitely get the scale dead on before you begin your blockout.
I use fbx 2018 at the moment, so I'm not sure, if you're having problems with importing fbx I would look into discord groups that have a foxus on game art and ask some of the members if you can see their setup.
I use this guy: https://drive.google.com/open?id=1JHfIHWwbaxEKPx45avDqiBiB-wRyFi0A
when you import him, make a cube 180cmx60cmx60cm, if it's pretty much the same size as him, they you're good.
About posing the Unreal mannequin, just select his joints and move/rotate them. If you cannot see the joints, go to shading > xray joints. By defualt joints have higher selection priority than surface objects, so just click or drag select and they'll get selected, not the mesh.
And of course, you can delete out the skeleton and simplly grab the vertices and move them around manually with soft select for very crude posing.