...Ok, so I went back to UDK and placed a skeletal mesh I already had and compared it to a static mesh... Same thing happens. The weird thing is that when I open the skeletal mesh in its editor, it looks alright. Sure, the lighting in my scene is different from what's in the editor but, my scene light is just a basic…
Our tool replicates how unreal works in terms of tangents and normals. If you import tangents and normals from the model you are no longer using matching data. There are a bunch of workflow advantages to not passing that kind of data around but more importantly unreal's skeletal mesh system doesn't of the imported…
1. Custom stencil ids provided just what I wanted - separate Ids for separate colors. the downside is that I had to export all the Id's separately, 2. After colored outlines were done I have moved into rigging, and this stage proved that you should never skip over the proper lowpoly if you are planning o skin and rig the…
Given that your character is made largely of human components for the overall form, bone, and muscle structure, I would recommend an in-depth study of human anatomy. You have the basic landmarks there, you just need to really push your understanding of the forms surrounding these land marks. You can find a lot of free…
That is a pretty broad question with a lot of techniques not only do you need to nail old and worn but you need to nail the TF2 style. That often comes through in the modeling and in the textures. Depending on what the objects are made out of there are quite a few techniques that can be applied. For the most part TF2…
"I still don't understand how I can take a finished DynaMesh sculpt into Maya for the texture maps & retopo. If anyone could explain to me their zBrush character process, that would be much appreciated. " Hi. You are making the problem a lot more complicated than it needs to be by thinking of the pipeline this way. Of…
Uhm, chiming in as someone whose done a lot of paintovers for friends and such: If you find yourself worrying about whether or not the other person will incorporate the critique, become a little more selfish. You see, the moment your start doing paint-overs and giving critique, you have to start explaining art-basics to…
I have a feeling that you've pretty much done everything you've needed to in terms of completing your pieces on a technical aspect. Everything can be read and distinguished easily, and anatomy and shading isn't too distracting. At worst, the still water in the third piece exudes kind of a cheap airbrush effect, but if you…
Oh its so much more complex especially with bones. So many bones, such a nightmare to skin weight and so easy to screw up. You need a lot of bones to deliver a good performance. And when you're talking about facial animation Most people myself included strongly dislike animating faces with only bones. Most facial animation…
I watched the skeletal mesh pipeline videos yesterday...and the instructor used ActorX plugin so I did some research today and found out the ActorXplugin is no longer in use and fbx file format is the now recommended way to export skeletal meshes from Maya or 3dmax. I had to start watching them as I haven't gotten an…