ughh, some of the prices are insane... I still think there's no point paying for a steam machine, because we can build a better rig (mini pc/htpc) for much less money. Another big issue i see seeing all the steam machines, is that they will be very hot.
GEttin there.. My current headache is the mouth.. As i mentioned earlier, I have little or no experience in animation, let alone rigging and that stuff.. i want the face to be very animateable,(word?) and the mouth is supposed to open up pretty far. Any advice would be most appreciated!
dont forget voidworld for modelling. Before considering blender I would do some research on how good the FBX exporter is. that could be a real deal breaker. You may want to make a super simple rig and character and export it with animation to make sure its not gimped.
You make it continious mesh and then subdivide it i would also recommend to rig and uv-map (if you want to use textures ofcourse) before you subdivide it. If you use Max then its Modifiers > Subdivisional Surfaces > Meshsmooth (each iteration multiplies the polygon count by 4)
Update on top Its coming along, my PCs are at their limit right now, gonna get really hard later on >.> Gotta need a new rig anyways, my Laptop is faster than my Desktop due to hyperthreading with a i7 Side Turrets are still too small
I fixed up the proportions as much as I could and today Ive just finished rigging him(very pathetic bones but they work).So heres the model and the textures, I went all out on the texturing cause its only for university and theres not limitations on polys or textures .
if your studio is a max house and you want to change positions within the studio, go max script and later C#. Otherwise, Python is the way to go. Using python for max rigs which wander around your production pipeline doesn't seem to be a very clever idea.
thanks guys. I got FBX 2009.3; everything seems to work if I bake the animations. but if I don't the constraints from max doesn't export. But I have some free time on my hands and I'm buckling down and learning how to rig and animate with Maya.
A tutorial on how to Take a character with a Custom Rig, Custom Animation, baking them then bringing them into Unreal and playing that animation in real time would be Golden to me right now. It seems like I can't find a soul in at my college who can help me
First Turret: Gunner (what you see is the maxed out turret with all upgrades) (game link in the 1st post will be updated as soon as the rig + animations are done and integrated) The image is an ultra close-up render. The turret will be much smaller in-game. Feel free to leave feedback!