So post two on this development; mostly on how to achieve different parts of the shader and the current progression of that and the character herself. There are currently 3 methods of getting outlines in UDK as far as I know: Fresnel effect, post processing and duplicated inverse mesh. As seen in a lot of animated films…
My apologies for the massive, massive delay between posts, but it should hopefully be worth it as Ive worked on this project solid as crunch time approached for the end of uni. So a completed the low poly mesh was completed within 3DS Max. The mesh has 4 material IDs that correspond to head, body, hair and outline. The…