Yes, I understand. This is why DW5 is the final chapter to this specific storyline:) You are sooo right. All the challenges are a big blend. Need something fresh and new. So, going to go with a super conclusive topic for dw5, and then in the future... we will see. It's time to get creative.
I agree. The model looks very nice. The posture and proportions give him a good sense of character. The texture looks WIP... I would concentrate on that. Put some more contrast into the skirt, blend the skin texture some more, add some color variation.
I was carving wood once slipped and woke up about a minute later with my thumb bleeding. The shock of the stab knocked me out. Now I don't carve wood anymore. I still like wood though. @Vailias: That could be an xbox ad.
wright coming back to his uber-game ambitions... and God bless him for it. if there's anyone who can pull it off, it's him. i still remember playing simearth when i was younger and while it was difficult as all get out i still played a lot of it.
If the engine can use vertex blending try this shader by Crazybutcher - it's great for doing terrain stuff like cliffs and caves. A good way to do caves and cliffs is to do a super boxy model and meshsmooth it, I'll try and write up a tutorial within a day or so.
Updated to show that position has been filled I'm developing a Space Dogfighting Game in the Unreal Engine as a personal project. I need a variety of space-fighter models as playable craft along with a variety of ship-weapons to arm them with. This game is intended to be playable in VR, so the models will need to include…
Yeah, the campfire isn't one color. depending on your angle there are also shadows. Right now the fire looks like fluorescent tube lighting and if it is lighting the dark side of the barn, it has no fall off. I like what ThisisVictoriaZ said about colors. The sun side would be warm and shadow side cool. The left and right…
You would need a procedural approach that adapts the rig and blends the animations. I'm forgetting the game right now, but it allowed the user to pick from an array of evolution mutations, to drill down to a design they liked. It was hugely popular a few years ago, people sharing screenshots of insane character layouts…
You could do a similar workflow as blending a FK/IK rig. Have a bone system that you animate on top of biped and have another set of bones that are constrained between the biped and the other animated bones. Add a custom attribute and wire parameters the weights to the custom attribute.
Just to clear up a couple of things. For the carpet; yeah I'd blend between a more worn texture. Wall; smaller chips and scratches for sure. And as for gobo/cookie stuff (https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Lighting/3_2/index.html)... hopefully the Unreal 4 in-engine example should be enough.