I migrated the example "MyCharacter" blueprint from the Blueprint First Person into my existing project, but when I play the level it's not working.(my character that I play as isn't the "MyCharacter blueprint) Does anyone know how to get it to work? Thank you.
Thanks poopipe. I am afraid kernel approach is something too complex for me. Have no idea how to do it on my own in pixel processor. Would appreciate an example of any sort.
Might be a great tool for a use case outside of gaming as well. For example to populate an ArchViz scene. In this case you usually have to stick with a bunch of stock assets which not always fit into the scene.
Start by posting your work in progress shots in 3D Showcase, and keep posting updates as you progress along. Tons of good resources out there for self-directed study. For example: http://wiki.polycount.com/wiki/Roguedevelopmentdiary
It might also help you to see examples of what the end result looks like. We have some good examples here that are worth studying as you work on your own organic low poly models: http://wiki.polycount.com/wiki/BodyTopology
The example on the right is a 90 degree angle with two extra loops. I meant a proper bevel with two 45 degree angles. Like I said - it's the same geometry just a proper bevel.
also, unless youre trying to make a film asset where every part needs to be modeled in... I'd say this area is a perfect example of what can be baked into a LP without having the geo there
Since your game features really nice, vivid colors - make use of them! Also, if you have trouble fitting that "fat title" in, just use a different font. Quick example:
o m g - finally i see some highlight bakes as an example.. thanks so much for sharing your process, really appreciate it. keep it coming i am soaking that stuff in.
This is an awesome example of nailing the execution of an environment to the quality bar set by the studio and being rewarded for it. Literally holding your work up next to theirs and hammering on it until it fits right in. Nice work :)