okay i found a tool to extract the files from windwaker and look closer into it. Link has 2874 tris, the mesh showed earlier from google3dsomething looks like the one i extracted. He uses 42 bones. with a total of 323 animations for the body (not all can be opened with an error that they use 5 instead of 42 bones, so its…
model and bake are pretty good, as breakneck said i think the lenses could use some sides in the low. i think you'd do well to make more elements actually attached in the highpoly. there are areas where large parts clip through each other and clearly don't have a smooth transition, as they would irl being a single piece.…
@_adamturnbull and @pascalie thank you both so much for that feedback! I have added a new version to the same link in the OP. The punches have been re-timed 1-2 Pause 1-2 timing with the first 2 punches been very snappy and quick then the other 2 been slightly slower and heavier feeling. Definitely feels better. I have…
Just to add to peoples feedback: I think your hips need to move over the planted leg more. And tighten the feet to the center too. At the moment you have the hips over the passing leg and it throws it off balance a little. It will help with your spine arc: Another would be the arms. They are quite distracting. You always…
I don't think anything has changed in years really - you just apply a transform to vertices you've masked off somehow and use the built in wind stuff - iirc that's pretty decent there are some free foliage packs that support high detail wind (eg. per leaf pivots) (possibly the black alder one) if you want something to…
Hello, polycount! I'm trying to learn some more rigging techniques and was wondering how to rig a person holding a two-handed weapon. I don't mean rig a person in general, but what kind of a setup to use on the hands for a nice-to-use and robust two-handed wielding. For rifles, I imagine IK on the arms to follow the gun…
Epic release the February update to UDK Epic Games Releases February 2012 Unreal Development Kit Beta February 29, 2012 - Epic Games, Inc. has released the February 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access tthe award-winning 3D game engine and toolset…
Yeah the hair on the spring fellow looks as if it's being pushed up by some sort of force (rising wind?), unless this is what you want? You need to treat the jump action as the driver for the hair, it needs to lag behind the action, this is what secondary animation is all about. Little details that are trying to catch up…
hey dude, good start. If you're looking for ways to improve your animation, I'd recommend doing a pass on the spacing and the arcs particularly on the end of the sword. Most people recommend parenting a locator to the end of the blade so that you have an object that you can use to easily track the arcs of the sword,…
[ QUOTE ] hm, snakes outfit screams normalmapping as well, what's the deal? [/ QUOTE ] Because the suit is kinda like diving suit wich screams normalmapping irl too. And that brings me to my next point, there are some stuff irl that if you made it in computer game people would say it doesnt look realistic atall. For…