Looking good. The point I made earlier about getting rid of the middle row of edges in the eyebrows would help here. There's a bump where the eyebrows are defined in your mesh that it interfering with where you've painted them on. Either get rid of some of the extra edges and smooth out the bump, or lower the eyebrows in…
It might have to do with me using other methods parallel to ngSkinTools. I use Advanced Skeleton to rig, and while I assume AS also attempts to keep influences to the limit I set (based on the messages from Maya saying that skinning may not be optimal because of locked influences), there could be a problem with different…
The Game Outback (working title) is poised to be a highly replayable, VR supported, 1-4 player cooperative horror survival title for PC. It will bring the immersive and truly terrifying experience of a high fidelity single player horror game to a multiplayer audience. The Role To start with, we're in need of a talented…
Update #4 - (House of Visions - Game Title) - Portland Bill Lighthouse - Environment (WIP) - Hello Viewers, Here is some Unreal Engine 4 work-in-progress shots of my environment art for the Portland Bill Lighthouse. I only have seven weeks to improve my environment art and make it into a cinematic, game trailer or game…
Hello everyone! I am revisiting Polycount after 7 years! Oh man. I have not been on here since I was in college. I was in a different state of mind at that time and knew almost nothing about the video gaming industry. I am finishing up some freelance for a series of miniatures that I am working on. Once these are completed…
There's a lot of different modeling strategies to choose from and what's best will depend on what the model is going to be used for. It's also possible to combine elements of different modeling strategies so it doesn't have to be an all or nothing approach. As an example: Boolean operations can be used to speed up blocking…
The more nodes that have to be animated the slower it will be, so simple skeletons will animate faster than more complex ones. An educated guess, I believe having one keyframe on every frame --that is, baking the animation onto each frame of the sequence, and setting all tangent types to constant-- is slightly faster than…
Wow thank you very much @zachagreg for taking the time and the effort to put all of this together, I seriously appreciate that, lots of valuable informations here. After some digging trough the web I came to the same conclusion regarding Unreal, Epic even seems to encourage schools and individuals to install their engine…
I'm no pro myself but I've learned through trial and error that it's totally best if you merged all assets on your character FIRST before skinning anything. It's kinda ridiculous to have different skinning happening all over the place. The only time I feel it's okay to have an un-merged element is when you think the…
Definitely experiment more with your settings. If you're using any sort of ambient occlusion, including HBAO+, I found it's better to tone it down to get a more natural look. It has a tendency to interfere, in my opinion. Also, I noticed that screen space reflections stick on- so I had to check the box in the active PPV…