I'm a max user so I tend to use a biped scaled to whatever the default character height is for the engine/game. Source it's 72 units, Unreal tends to be 72-96. I wouldn't build a prop and use it to scale the room, rather work the other way build the room get it right and scale the props to it, like cheese suggested. If I…
The overall proportions are looking pretty nice, good work so far. The face looks pretty good from the front but falls apart as it turns - and some proportions are off to begin with. I'd say the whole face could move.. down a little? In particular, the eyes. The brow ridge should be at about the same level as the top of…
Any help is greatly appreciated! the main point of doing this is so I can, for example, create some hi-poly geom with nice materials etc, light them however I want and bake to a low poly object. I like the flexibility of using images to light the scene, I'm sure I could make do with standard lights but I want to rule out…
Interesting indeed! I see what you mean about the uncompressed charcoal. That's indeed what I have (can't stand the feel of the compressed sticks) but I don't actually draw with them. I like to chop off powder from them with an X-acto blade and use that straight with the fingers to get shading down. Problem is, this…
some thoughts: - the ghetto font looks like you are targeting certain teenagers - the scaled font (to wide,- its obviously tweaked either by you or the font creator) is hard to read horizontally (the way your menu is oriented) and it makes it difficult to distinguish between the elements from a visual typographic view. -…
I'm glad I took a second look at this, because there's so much I missed at first glance. You've modeled in lot of detail that I never noticed. For example, the window seal with all the knocked out edges. That's a good idea, but it's got damage all over it, and nothing else in the scene has any. Those bricks sticking out of…
I'm not very good at humans, don't spend much time even trying. There are deffinately better people here to critique. But overall I think he's pretty decent. The polycount really depends on what it's for. I know Morrowing had suits of armor that ran upwards of 10,000. The characters (naked) were at least 5,000. It all got…
Geez, that blows. I think the amount you talking about suing for is low enough to qualify for small claims, which wouldn't require a lawyer (and his fees). Problem is, you'd have to show up for court in CA, which will cost you a flight/drive. That's when you have to start balancing out how much the trouble is worth to you.…
Hello, I modeled a modular wall facade, and split it in half to stack the UVs to save on texture space. I combined the Two Stacked halves and imported into Unreal Engine 4 version 4.20. When I build lighting the lighting was weird and broken because of the lightmap from the stacked UV's im guessing so I made a second UV…