This already looks great, especially the main craft imo. I've been working on a similar personal project, where i've extracted heightmaps from mars, but I've gotta ask, how many textures do you have on your terrain and how did you make it transform so seamlessly? :)
Ben, yes. The only difference is axis transformation between apps/engines. But as long as the WS normal map matches the mesh (reset xform/freeze/wtv), it should be fine. You will be able to output a WS map from any app, including xnormal. I might have some news this weekend.
I have animated stuff directly in Unity before for simple meshes. If you can key transformations of a mesh it should not be a big issue. You could scale in just 1 axis to get a squash effect for example. I animated rotating fans for example, translated cylinders and what not pretty easily.
http://leagueoflegends.wikia.com/wiki/Lux/Quotes#Water This is a nice little source to get some insight on her personality when she transforms into the water elementalist. After trying out the elementalist skin in-game I noticed her attitude changes when you use different forms. Hope this helps :)
This is great, really awesome modeling tons of detail, maybe a bit too much like the new transformers. I guess that could be a new style that just doesn't sit well with me. But it depends on how you do the materials if the forms will hold up or blur together. Still, its very impressive!
The default Extract Faces command does split those faces into a separate mesh, it just puts the resulting faces into component mode right off the bat with a manipulator function similar to the "Transform Component" tool. After running an Extract, just tap F8 to get back to object mode. It's clunky, but works :)
Did a quick transformation of the body after work. Went away from the "superhero" look towards a more marathon runner physique. This update is really nothing much (Almost more a shameful bump) merely that I wanted to hear if I'm heading in the right direction. Good? bad? right direction! (hopefully)
You're not very clear here, but: go back into your graph and isolate out the parts that do a black and white mask, and use that instead of this colored version. Then to do that flipped and mirrored version there's "Symmetry" and "Mirror| nodes in the library, which you can combine with Transform 2D, that should be a simple…
for the cage, just copy the lowpoly mesh, set all normals to soft, than scale out slightly on the normals. not sure if blender has a tool for this but max has the push modifer, and maya has a tool to transform with the vertex normals as a constraint. also a exploded bake might help you for some pieaces.
The warping and stretching Eric talks about normally happens in older versions of Max when the a material with the correct dimensions hasn't been assigned. The other cause is the transforms have been heavily screwed with and need to be reset. Reset Xform normally takes care of it. The last time I hit that issue was max8...