Not seeing any nice looking scratches, can't tell if this has finger prints on it at all. It is scratch proof? idk how to handle pieces like that, couldn't do much if it was also stain resistant, i'd say you done all you could. I like the look of it though, nice work.
Looks like you improved a lot from your first version. Would be better to start her off from an idle state or standing position before she jumps off. She also lost her forward momentum at f120. She should land further instead of straight down.
+1 to Sukotto's comment. Additionally, I feel like her head's a bit too big, particularly noticeable from the front. her shoulders are also appearing to slant a bit too much (not quite broad enough) so that's probably accentuating it. She's also got a bit of an underbite. IDK if this is intentional or not.
I had to stop working on this for a while . This time, i made my character with idle, walking and attacking animation. But for some reasons, after applying the animation blueprint, my monkey cannot shoot fire anymore and the attacking animation is not showed up there. I'm trying to figure it out now and will update soon! :)
I just don't see a really good reason to use such a high resolution, really dude... Having multiple textures can be a lot more confuse but you actually need to be organized when working lol. Idk, for me, what you're trying to do sounds way more complicated lol.
The dog walking has a horrible glitch in his step, as if he is injured. The female run cycle is very off as well. You need to revisit both of these cycles and adjust the timing on these. The Sword swing and idle are good as is the box push. Overall its not bad. It's obvious you have some animating skills.
Wow, guess I've been staring at this too long to not notice that T_T, thanks. I guess out of these what would you consider the most appropriate size. I'm also curious if because the blades are so big on the sword that it creates an illusion of being a lot smaller than normal. idk hehe.
Was doing some searches on reasons why something might not port of fail to link.. Er, Seems if the file location is too long? I didn't know that was a thing. Or possibly the # I had mistakenly put in somewhere. Idk, One of those two. Fixed it either way (I managed to import it now)
Here are some concepts I did to help visualize the main setting of the project. Also made a run animation for the player character and integrated it into Unreal (still need to make an idle animation, etc). Next I'll work on some textures, and block out the castle interior and see how it feels to explore.
http://help.autodesk.com/view/Stingray/ENU/ You might be able to dig up a couple of things from the help files. There are references for the Lua API and for the flow nodes. IDK if you can get a C++ engine plugin working without source code access, but it might be worth the old college try.