If you have a terrain mesh, usually it's under all the other meshes. The errors you see above are probably from using a multi-tile terrain system, but doing a terrible job with the seams between them.
I am pretty much self taught. I have taken a couple of Maya classes but for the most part it has been trial and error. I have also taken a few life drawing classes
Ok Here is an update , but I still can't make it look alike , What errors I am doing? Hows getting? Please can you trace them on the same drawing ? I need hlp :( ....
Hey, really, thanks for the advice, very concise and helpful. Unfortunately, I ran into an error, for whatever reason, when I move the arm or leg, the geometry around the arm (Latissimus dorsi) moves! (images below)
Thanks Arif, I gave it a try, it works pretty well for what I needed. :) The auto UV thing seems to give me an error ( I might be doing something wrong). Other than that, it works!
Thanks Jess, although i can't help feel that i'm being spoon fed by all these great paint overs! Is it bad to work from example like this? Should i be seeing errors and fixes myself?
As Atticus said, it's not the polycount, but an error in the baking process. I baked an object with just 24 triangles yesterday and it came out fine. SuperFranky put together an awesome normal mapping guide. It should help you.
Yep I agree with Hito, if you have to use bones its not like your cut off from the Motion Mixer or being able to transfer animations around, it just as a lot more room for error.
I've tried exporting a box with a single bone that exports with no errors, but still crashes UDK. Tried exporting the FBX with 2012.0 version, no luck. I tried UDK on another machine and the skeletal mesh still crashes it.
nice start! i agree though that it's not looking too close to the concept. If it is intentional it always looks unintentional and more like errors : [ but im sure itll look cool int he end either way.