I think your polycount is quite high compared to the details visible in your model. I don't want to argue if 60.000 tris is too much for such model. As it always this depends on how it would be used. My very first impression was that the model was about maybe 12.000 tris Especially the shots showing the backside are…
So I just stumbled upon this: http://www.develop-online.net/news/38856/In-pictures-Next-gen-Square-Enix-engine-vs-real-life I don't know what to say other than it looks great. Obviously the images are super low res so it's hard to make out any details, but goddamn. Here's a nice terribly compressed youtube video: [ame="…
Using Vray for baking, and Blender Game Engine for adding light effects, shaders and of course for capturing video / walkthrough. Blenderartists thread: http://www.blenderartists.org/forum/showthread.php?274381-Realtime-Archviz-with-Blender-CAD-BIM-gt-BGE Sky/Ocean scene - working on day / night cycle [ame="…
www.sauerbraten.org They finally implemented full .md5 and normal-map support on playermodels in the latest CVS version (undocumented so far, but there is almost always someone to help in their irc channel). I remember this was the biggest reason why people didn't like using the engine. Oh and as always their mapediting…
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Hi. I made weights and skinned the model in Maya to the standard Unreal Engine skeleton. Then I imported it into Unreal Engine, now the arms are too close to the torso. Here's a comparison of what a standard mannequin run animation looks like and my mesh. Can you please tell me where I could have made a mistake?