I have been playing around with the apex cloth in Maya and I must say I am impressed with what I am getting so far.Its great.Only problem is the clothes I modeled for my character keeps offsetting from the joints I skinned them to like in this thread: http://forums.epicgames.com/threads/817030-APEX-collision-offset-problem…
I am looking to hire a 3D artist to produce character models for a top-down game. Initially there is only need for a male and female human model, but this may expand to include various fantasy races in future. Already in place are a series of animations, and as such the model must be rigged to fit a pre-existing skeleton,…
I wanted to create my own sword for Dragon Knight. It took many weeks of watching beginner tutorials, finding help, and developing my final sword to the Steam Workshop. Yes, i am new to 3d modeling. My journey is not yet complete. Im using Blender, and now that my sword is finished i ask an important question- Now what? Do…
Hello all. Im toying around with a character of my own in udk for ios. have my own skeleton and animation set. I have also made some buttons of my own and set them up in kismet. I have it all working with idle animation and run cycle when moving the character but i would like to be able to toggle betweene two different…
Hi im working on a game based on a Kit that already included some characters and animations. My plan is to add a new character. I already have the 3d-Model that got created with the proportions of the existing ones in mind, but now i need someone who can rig it in the same way the existing characters are so i can reuse the…
I am not sure I completely understand the question but I'll mention a couple things just in case it's helpful: 1. You can make custom collision (and trace) channels in project settings 2. I've added static mesh components (with arbitrary shapes made in maya) to a character and then just set the collision to only respond to…
Yep, it's just like the UV on the left of your screenshot. I've unwrapped planks and beams that way to contain vertex count in the engine, this is something I've read and heard everywhere in tuts. I've tried Blender's smart UV project function, but it's not so smart since it's basically a planar projection applied…
Thanks man... I think some of these things that didn't go well together were because of the somewhat messy process I ended up doing. Here, check it from concept to the ending: https://www.artstation.com/contests/the-legend-of-king-arthur/challenges/69/submissions/48473 The bodies and skeletons, i do really wanted to make…
Eh, for some reason my answer was deleted. Sorry about that. We have been working on the project for 6 months, we have made levels, we know the lore and so on. We are at a part, where we need playable characters in the game. We have some dummies in it now to test abilities and such. The game is going to be something like…
Hmm well thank you for your concern So my process is to 1. 1.make a mesh (usually low poly) 2. 2. delete half of it (because I plan to use symmetry in the engine) 3. 3. split up the faces in to different materials, 5 in this case 4. 4. create a regular bone skeleton 5. 5. place the bones in proper areas using the bone edit…