niiice - i really like the way you're utilizing your texture space - efficient and clean. i really like roots on your mushroom thing! - cthulhu anyone?? :D cheers f.
I found out that it's a lot easier when I put single bone as a root of the whole setup, export it with FBX and import it to UDK. Then it works :) . I guess it's some kind of a trick.. Thanks!
I'm trying to build up a good tree-root base with good topology for real-time applications. I will be building up the entire tree with UV / Textures / HP Sculpt (normals) / etc.
try exporting as fbx, with scale factor 'automatic'I didn't think about this before but you should try skinning it to one new root bone just to test, don't want to rescale bones.
Pak: http://www.tnr.com/doc.mhtml?pt=vKO1twmWG2Uvnyi2qoWQfW%3D%3D And an interesting read I found looking for that article: http://www.prospect.org/web/page.ww?section=root&name=ViewWeb&articleId=8790
Awesome as always JaqueChoi.:) You really nailed the style, with the model, design, and texture. Great job with the painting! Also, seconding that the peach coloured roots look funny. Bad dye job. :p
Wow, some incredible work across the board, from all the different sites! Congratz to everyone here that made the finals!! We're all rooting for you to KICK THE ASSES of everyone else :D
thanks everyone! not a substantial update, got another 2 hrs in last night. about ready to start texturing, just a few more details to hit on the floating earth bit, rocks, extra roots.
I really like it, if its a portfolio piece why dont paint in some subtle AO in the diffuse texture for the eyes to root them or maybe vertex paint directly on the mesh, made a quick example:
Yeah, The weapon was bound to his root. That is why I thought to ask here. As for my workflow, it may be complicated but I understand it and it gives results, that is important. Ill try to look up skinning in Max...