Im not a fan of the mouth. http://tearmatt.files.wordpress.com/2012/10/xenomorph.jpg and the ribs come to a point too much. try and match the profile of this. http://fc02.deviantart.net/fs71/f/2012/348/2/8/xenomorph_turnaround_by_selworks-d5o1c5b.jpg
Dude, are you kidding me, if you could implement that tech in real-time, you could create 8 bit bakes, a la voxel iteration. So no, it's not useless, it's how they currently left it out that makes it useless.
I'm talking about painting height map and bake them down onto 8 bit as an normal map. Using height map itself in game engine is not a good idea indeed unless for displacement and parallax, or for terrain.
yeah sorry Iniside, you're playing a game that was developed for windows 7/8, and wondering why it no worky on a beta build of an OS that even the developers probably didn't test it on. this is the one time when the blame is entirely on you.
@EmAr, sayonara: thanks :) I use loomis proportions (which is 8 heads) and it lines up pretty much perfectly with it (though the arms are apparently too short) I'll try to shrink it down more to the 7.5 average
Day 8 (missed day 7 crap, I'll catch up. Also took 40 minutes on this one instead of 30. I used only one brush for this one to see how it would turn out):
Crank up the edge padding to start with; it should be higher than 1. Aim bigger, like 8-16 depending on the size of the texture. From there it could depend on the smoothing groups of the lowpoly and how they relate to the UV islands.
Theres an image floating around of what they patented... its a modular controller with interchangable buttons and joysticks. Perhaps thats what it involves? See: http://tbreak.com/megamers/wp-content/5/files/original-8.jpg
Stromberg90 i can take critics i've changed a lot of things in the model just look what it looks like at the beginning SveinY it is really hard to fix something... when you can't see the problem 8)