Here is just the normal map, you can see the seems around the arms and the neck. I tried to fit this all into the 0,0 UV space and needed to make the seams to making painting easier. Do you have any suggestions on how to reduce these?
@Joano Thanks for the crit. I guess I kinda got carried away with the edge wear, especially on that ~120° angle slope, which doesn't even have any wear according to the ref. I'm currently going back and redoing all of the details.
what happens is, the flying is lifted by code, but the death animation not, and the engine will try to blend from that which doest make much sense right? animate it considering that the ground is under you 0,0, in maya is something around 150 units i hope that helps =]
Hop 3 new little characters! Arround 2 days of work by character... I think less... Maybe one. Reedit : 3rd character : oh shit haha the beard on the neck is not finish and the polycount is 1020 -__- sorry for that... I'll do that tomorrow T_T
Be sure to set your camera's FOV to somewhere around 90 to 120 (test to see whats' most like in game). I've also find it's handy to animate your camera on a track that goes through your level. Sit and watch it for a while. :P
lmao i just got belnder and i gotta say the layout hurts my eyes, it looks much more difficult then milkshape. and i need tutorials for this now 0_0. lmao, anyone got suggestions for this? ... while i look some up.
Yeah, just a touch of color somewhere that draws attention. Shameless to use my own work, but this for example: http://www.laurenscorijn.com/wp-content/uploads/2009/09/002-700x388.jpg would've been a lot more boring if that red and yellow wasn't there.
https://cdna.artstation.com/p/assets/images/images/000/559/958/large/morgan-yon-26.jpg?1426773755 thats the image, but i dont know how to make the water surface in unreal :c some of the cable sinks in side soo
Here is one of my characters, in this case is an old one, only have one 2k square UV set. The displacement was extracted, if I'm not mistaken, from 0.0 mid displacement value. See there are seam gaps, on pelvis area, a bit along the fingers etc.
@throttlekitty, just fyi, setting the search to 0 (default) is essentially the same as 100%. From Maya docs: Max Search Depth (%) Sets the search depth limit or percentage furthest from the target mesh that a target mesh match will be accepted. This option avoids finding surface intersections on the back sides of objects…