Can anyone share a rough workflow for how you would approach a single mesh humanoid? It seems like in his example video with just the shirt, he would put every joint encompassing the mesh on the base layer, flood the whole thing to 1, and then mirrors it. In a full humanoid, single mesh would you add every single joint to…
Not really relevant for this example, but if this is in a production environment you'd probably re-use these assets in different places. So I'd probably only have objects share textures if they're usually going to be placed in the same room. For example, a bed and table probably won't be used in the same room every time.…
Thanks, I'll keep that in mind. I tried that unfortunately, UDK has a example custom node which has a UV and Sampler slots in it's Compendium webpage. http://udn.epicgames.com/Three/MaterialsCompendium.html#CustomTexture Problem is, you need to use a Custom node for the textures to get it to work, and the output for some…
ok, so i'd drop the modular walkway thing or fix it. right now its not very modular friendly. You don't need all those extra pieces and a corner section. Just make a tileable texture in either axis. Also, maybe and try to make a quick high model of it instead of getting your normals from crazybump? might also rethink the…
I think this is a great example of how when everything comes together (such as audio, movement within the environment as well as the environment itself) how effective it really is. It takes much more time and effort to get something like this out, but I think the outcome is so worth it. If an artists spends time breathing…
Here is an example when I had to do this work. * Create a null in the center of the world. Parent the camera to this. * Object is in the center of the world. * Camera is set to target. * Target is at mid center of object. * Set your frames from 0-359. * set rotation of null to 0,0,0 on frame 0. (assuming x,y,z) * Set…
Combined meshes will work, but it depends on the situation. Merged meshes will have cleaner lighting with less harsh transitions between the two parts. For example, combined meshes (no connected geometry) will work perfectly in situations where the 2 parts (or more) are individual objects if you were to disassemble the…
Thanks Cryid your always helping me out! By floating geometry I literally mean objects not connected I.e being separate to the mesh... Say for example a backpack strap on a Tshirt... My characters trousers have this sort of problem due to them overlaying his boots and thus the boots aren't connected to the main…
Hey, these are great. The wall edges of the cathedral and the edges of the bridge seem... warbly. I don't know the word for it, but it seems the edges aren't straight and are kinda wavy, which doesn't make the structure read as architecturally believable. The upper left window area closest to the viewer is the best example…
I think it's extremely important the industry starts fostering a new "generation" of game designers & art leads. It's an extreme example, but I look at the Japanese game industry as a bit of a warning sign of why this matters. Too much trust in the old guard and their way of doing things has made them resistant to change,…