awesome model, it inspired me to do one of my own. i suck at rigging so its just default pose. 1300 tris and 512 diffuse. I hope you dont mind but i used your technique for making hands low poly.
they had it already in place before I came, changed it though after I complained ;) nah sub folders for file types is a horrible thing, fine if you use the thumbnail view in windows all the time, but not a option with lots of files and if the default view is the list view.
I set it to z-up in Maya, most game tools seem to be set to that by default. Don't like having to fiddle with orientation outside the modeling app. I model to real world units (english, not metric), that way all my models are to scale with each other.
your normals on the low poly render aren't really showing. if you are rendering in maya, make sure to set the filter type for each map to "OFF" and also make sure to set the mode to "tangent space" on the bump node. I believe it is set to "bump" by default.
Looks like shattered UVs. Common issue that was fixed with the Guruware exporter, then broken again once Autodesk put it into max as a default exporter. If you have a file before you exported from Max, use that low poly and your uv's should't be broken anymore.
where do you export your lowpoly? from zbrush? you also bake the normalmap tbere? lets say thats not the ideal way... anyways default export from zbrush is facetted. you can turn on smooth shading in the export options at the bottom of the tool panel.
I have made this pluging for blender: https://joseconseco.github.io/WeightPaintToolsDocs/main_pie/ It is quite simple, but gets the job done. And there is this addon form another dev: https://blendermarket.com/products/voxel-heat-diffuse-skinning That gives you better starting weights, compared to default blender…
If you've attached a decal in code, then you can set the same properties you would in editor in code. Look at the decal actor code and see what you need to set it. I'm assuming this is an added component in the default properties area, so look there in the decal actor code.
Beautiful work man. I'm working on a scene at the moment, and I'm having a hard time keeping the dominant light and lens flare from being way too bright, have any suggestions for that? For now I'm just using the default lens flare from the foliage demo.
Okay, I'm not posting anything until I get the floors done because everyone think's that's my floor texture:P I am going to sculpt out some cement slabs for the floor. I just didn't like the red REPLACE me or some default texture.