@ Jeff Parrot : Thanks man Sounds like plan. so ill refrain from over use in the future. Oh yea, I remember your name! Since your here allow me to thank you for your wireframe video you posted. I know you posted it ages ago, but it certainly helped. @ DWalker : The more you know right? those crazy greeks and their…
Thanks @nomadsoul2501 ive definitely started to think in that vien for sure as im ramping up into the project just to play around with scale ive been trying to set up my char controler and mod it a bit....but i plan on using the default fps view but for deving purposes i made 3rd person controler....although the animations…
I agree with ArasTM. Creating a simple blockout always helps. You can adjust the scale, decide on level design and all that stuff before itself. Hence u will save a ton of time in the future and that is how every industry pipeline works ( I am still a student but that is what everybody tells me, hahaha). The Van looks nice…
Well, some of them could be inspiring. One of my favourites: http://bato.to/comic/_/comics/beck-r536 However most of shonens can only inspire people to kick "bad guys" asses and save the world through violence, which is nothing more than childish fantasy. They show how stubborness and willpower and friendship let you…
first of all congrats to all contestant, I don't finish my brawl entry I admit :( , little bit thought here i hope u guys don't mind : the epic ratio between character and environment art is little bit imbalance here, the characters are already really good/awesome, but environment are beyond superb. ( because i believe we…
It's certainly *possible*. The newer Mortal Kombat was done with UDK, but as James said...it's no small task. Even with a more simple homebrew approach, with a fighting game, you're talking about spending a lot of time with the animation and collision systems in UDK, which are two of the more confusing systems in the…
UT3 has very specific texture layouts for character models: "UV Layout Unlike previous custom objects in UT3 with characters we are constrained to a set UV layout for the body and the head. This is because when unreal takes the various parts that you make have mixed and matched with other bits in the same family it needs…
I'm not sure why Epic does this with their cylinder primitive. I know this type of mesh works better when tesselated, because the triangles are more evenly distributed. Tesselation is used for displacement, here's an example: http://wiki.polycount.com/wiki/NyraCharacter The ngon in your example is not too bad. As you can…
Yep, it really depends on how deep you really want to go. Rigging can get really technical, really fast. Are you looking to get into rigging so you can put it on your resume and rig anything a character artist can throw at you, or are you looking for the fastest route possible to get something working in UE4? A good option…
render - thanks for the reply. Your plug in looks good. I like the concise documentation too. But even if I use your tex tools, I'd still like to learn how to do it the more traditional or long winded way, so as not to feel ignorant. Without your plug in, how would you go about unwrapping a character as per the example…