So I've imported it today into udk together with some wip textures. I'm not really used to udk and don't know how to properly take high res screenshots so I took some screengrabs from the skeleton mesh previewer:
HI I work on the animation and rigging for this project. Please take a look at the skeleton animation here. this is the first attack without weapon: https://www.youtube.com/watch?v=hWAFexM9ItQ you can view it in sketchfab here:http://https//sketchfab.com/models/4f7fb409712845f1a612950ca4500839
I'm curious about the animation/rigging/proportions in regards to the original dragon. How difficult is it to get a new skeleton/animation into Skyrim? I have an old game res dragon I'd like to put in, but he's a little beefy/chubb-o.
This is really starting to fill out quite well. My main complaint would be that I don't think the skeleton stands out enough or is well-detailed enough to function as a focal point for the scene, and otherwise it tends to read as an exercise in rock-making.
Do you have weightmaps and skeleton in your mesh ? In that case, UV operations can be slow if you dont disable Hot scrubbing and Enable deformers in other windows. Also, morph targets can slow it down + what polycount mesh is ?
Did you make the entire model a skin, or just the vertices on one side of the model? Is the model and skeleton identical on both sides? What mirror skin weights settings are you using etc? Does the function provide an unexpected result, or no result?
What panarang said hits it on the head, to add on to that really try to understand what's going on with the muscles and skeleton of the head. Understanding will make it much easier to process. There a a plethora of places to get this info, Anatomy4sculptors being highly recommended
also, enjoy the sketchfab of the skeleton ;) model and a snippet of the final product: (disclaimer : I only made the lion related thing. the montage effects and presentation are made by the museum itself ) https://www.youtube.com/watch?v=mbG-ltCgczE
WIP23 Detailing in the dirt, color gradients, wear and tear, and fixing minute bake issues as they're coming up. Also doing lighting/rendering testing as well as blocking in the skeleton for animating. Any feedback from anyone on this?
hey, this looks familiar Something similar happened to my chars after exporting them for the game and graphics engine CrystalSpace I managed to fix it by creating the skeleton again (bones, not biped) without mirroring any of the bones