Pior - thanks a bunch for the clarification and example! It's definitely not as black and white as I thought it was. I think ultimately Fusion is a good program to learn, but sticking with Maya, Max or Modo as a main program seems like the best idea.
Wow this is an amazing example of why models sometimes don't need to be full colour even your clay character views look awesome, your Fold work is the best I have ever seen. A true inspiration :)
Looks like the team buddy eyes and body are more pill shaped in the original. Keeeeeep it up, and I love the belt haha. Here is an example of what I mean by the eyes and body being more pill shaped.
You don't need to capture in real-time. You can capture a frame at a time, then compile this later into a video. For example https://www.unrealengine.com/blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4
Can someone explain what he meant with the Suikoden example? Those dots don't really connect for me. But I've never heard of that game before, so that's probably why. Is it just like any other JRPG?
https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html#troubleshootingandquality Look at the bench example, you probably need to increase DistanceFieldResolutionScale to 2 or 3, or more depending on how large the mesh is, and how detailed it is.
It seems you are suffering from a really bad lack of reference. I hope that is not the only reference pic you are working with? For example, the bipod that should be on top of the gun. See here http://en.wikipedia.org/wiki/File:WaltherWA2000.jpg
Precision of vertex location, hm, that's an interesting clue. So you mean that exact the same vertex locations will compress to identical positions. (Hey, this just an example mesh :D It takes a lot of time in complex modular buildings)
In the 3d motive example he creates a texture sheet first, runs it through a normal map filter or program like crazy bump, cuts up the grid texture, and creates modular low poly pieces from it.
not a stupid idea i believe it could be the next big thing that might replace polygons for many tasks - not just for modelling. being able to define a volume should help greatly with character setup, for example. polygons are such a hack.