Im a complete noob to unity... but hey if you ever get the urge to change your criteria... maybe writing user friendly docs for example... let me know :) Kris.hammes@googlemail.com
You basically create a height map. 50% gray is flat, black pushes in, white sticks out. http://img521.imageshack.us/img521/9046/normalmapminitutrf7.jpg has a good example
You can position a helper such as a dummy there, and link it to the hand for example, and export it with the bones. You will have to include this helper into your skin by the way, so you will be able to see it as a bone in UE.
while i do not agree entirely on this one, as realistisc FPS weapons totally should look realistic in first person view foremost, i think this is still a pretty good example.
Really good example, thank you! I mostly do hard surface stuff, maybe there it's different. I will try both methods. Guess it also depends on what you're working on.
for example, I lived in Florida and my first industry job was in Virginia, they also covered all of my moving expenses. Before that I assumed my only chances where in California.
Show an example of what you have so far, with the texture. Hard to critique your workflow without an image to judge. These might help you http://wiki.polycount.com/wiki/Uv#UV_Tutorials
Really amazing work which reminds me a lot of epic moments, especially the Cerberus base! As an example how long did it takes to complete these environments were you alone on all of these?
Well I use the migNormalTools script. For this example I select all the planar faces, harden the normal and then with the same faces selected I use the fillet outside option in the migNormalTools script.
The bricks that have a high contrast compare to the other ones (the black square brick for example) will stand out quite a lot once you tile your texture. I'd be careful about that!