if it is just a hack n' slash, what better weapon then ye olde lightsaber? doesn't take a whole lot to make those games fun, unfortunately the characters you play are kind of it. I hate grown-up anikin and i hate the shoulder-padded clothes lucas decided they should wear. looks like whoever made the character models felt…
Did you export/import the tangents/bi-normals in the .fbx from Max. Because the tangent basis of UE4/Max is different you need UE4 to respect the Max t/b-n. With so many modern, mikkt-based baking options available these days, if you are going to be using UE4 a lot I would recommend baking elsewhere. Max baking really is a…
Looking good, might to worth telling people those are alpha planes on the hair :p The only suggestion I have is basedo n the advent children shots your face is a nats wing too wide at the cheeks, around the lips level to the sides. Other than that, looking good. While playing FFXIII Fang gives off a very strong Tifa…
Hey! They only have to tile vertically, but tiling isnt the problem. I can render it to a texture yes, but that means that it would be a flat quad and I would like to have some geometry along the left n right sides to improve the silhouette. So it would be like merging a flat quad in the center (where one would put the…
If its a energy weapon, having carbon stains doesn't make much sense. What about some heat discoloration. http://www.flickr.com/photos/15454791@N00/277499560/sizes/l/ Titanium goes through the entire rainbow of colors when it gets hot, http://images.google.com/images?hl=en&um=1&q=titanium+exhaust&sa=N&start=0&ndsp=20
FAT_CAP : I saw a tutorial about the hair in GoW, but it wasn't with hair 'n fur plugin. Basically, the guy had a lib of small/medium/long alpha planes to play with and that's all. @ work we're trying to get a real next-gen effect for hairs, with real time physics, anisotropy and based on a spline rendering system. I'm not…
Looking at your lowpoly I am pretty sure all your polys have to n be in one smoothing group. If you arnt using substance painter you ought to texture your model. If you are after a hand painted texture you could use photoshop. That will depend on what kind of textures you want. If you are going to use substance there is a…
@shadowforce: that's a great tip! thank you much. Had trouble exporting mudbox error-free, due to NURBS, N+gons and reversed normals. I spent a couple of hours correcting these in Maya. I'll be keeping those in mind next model. Now it imports cleanly. My question now is, is this sort of thing best sculpted in mudbox by…