the only way to stop collapsing from joints twisting on a rig is to add other bones that soften the amount of twist applied to the vertexes. So for example on a shoulder joint you'd add bones between the elbow and the shoulder and constrain them to twist along their long axis incrementally as the shoulder twists. Of course…
I can personally see that this might work, if they put up some set rules for how the rating could happen. An obviously one would be if you team kill a teammate once, you could get a light downrate, however if you do it more then once, the bad rating will increase more and more (1*2=2*2=4*2=8*2 ect). And this is not just a…
If the company is looking to have their assets rendered in realtime, chances are they probably want to see that it looks like in real time with whatever restrictions they give you. For example, I've seen art tests specifically mention something along the lines of 'no anti-aliasing, no texture filtering'. It can come down…
Looks like a nice foundation to build off of. For my advice I'd say focus more on your texturing, ie more objects being textured and having a high-polish level to them. I tend to ignore/feel less absorbed by portfolios of high-poly sculpts (unless they are rediculously amazing) unless there's lowpoly and fully textured…
It looks pretty close to your reference photos, I've been to Alberta, a gorgeous place! Although I'm missing the sense of scale I get by looking at your reference photos. An example would be the water, if you increase the tiling it would impose a large scale. Making your mountains large with smaller texture detail would…
You can just make a public variable. As I mentioned earlier, if its public, you can pick it with the eyedropper when the actor is placed in the level and selected. You will see the public variable on the details panel. This way you can set up which button trigger which bridges for example. Or like in my main thread, you…
Just a quick example of what I did to get the ao for the above mesh. 1. Rendered standard ao 2. Rendered ao with a hemisphere below mesh(much bigger than the example, but scaled down for illustrative purposes) 3. 50/50 blend The two bake method here makes it easy to tweak the % to get the desired amount of the more…
No, you totally clarified things there, thanks! Really appreciate you taking the time to help me out; it's helping with the feelings of being in over my head. I've been trying to wrap my head around all this most of the day, so I'm going to cook dinner and relax with some environment painting. Tomorrow I'll push to get…
Crysis is not a good example of realism when we talk about characters. The environments are pretty nice though. The l4d2 characters are the best of the best right now, at least for me. There is an article about their creation, in Cgsociety if i recall well. And if we want stylized character, Tera, the new FFXIV and…
ercktjoe, uncheck "tangents and binormals" was a reference for exporting out from a 3D app, AFAIK that's different from turning ON "compute binormal in pixel shader" for Xnormal,which is still recommend by the Unreal Engine programmer. In a sync workflow you won't need to split UV at hard edges, beside I don't have any…