I reckon blendshapes for the major form and uv transform for the pupil movement is your best bet. You won't need to rotate it then You should be able to hook the uv offset up to match maya in unreal, just base it on a target rather than animating the uvs explicitly and hook it up with blueprints.
Yeah, raymarching is still too expensive if you want to actually fly around in it. For a cool skybox, they might be fine though, depending on your target platform. We tried some volumetric lighting techniques as well, but it caused to many issues and not enough fidelity to warrant it. Simple tricks usually work the best :)
Either the layer brush + a morph target, or mask and use a deform (or transpose) to create the layered look. Surface noise can take care of the inner rougher area (it can be controlled via the mask), and a number of brushes can help take care of some of the thinner cracks that branch out (like orb_cracks)
Thanks for your question. I created some very simple dev textures reminiscent of those in the Source engine. The numbers on the wall textures are indicative of the scale, not to be confused by future target texture map size (the same mistake my lecturer made hehe). You can use them if you like.
Yeah. I'm getting less of an Orwell vibe from that, and more of a Minority Report-esque eye-scan targeted marketing world. Which is really no less creepy, when you stop and think about it. I can vote out a politician. I can't vote out a transnational corporation... :poly122:
Well I wanted to leave the option open for the wielder to only strike with the brass knuckle or to bury the 4 sided pick (trench spike) into the target. This is because this weapon was designed to be a "riot shotgun", but given the recent events going on here in the US with rioting and the police, I thought it would be in…
Definitely. Perhaps it's more a matter of what audience is being targeted, but I never miss any Rockstar games -- especially GTA installments -- while I hardly notice Ubisofts latest iterations. However, I really like what Ubi's been bringing to the multiplayer table lately, but that's besides the point.
Impressive and nice looking in that second test. Are you planning a prototype for a targeted game engine? Wrinkle maps can be easily done in UDK through the material editor and facefx if your doing lip synchronization. [ame=" https://www.youtube.com/watch?v=l-4HVbEfnHY"]UDK Head Test - YouTube[/ame]
To transfer skin weights from one mesh to another, apply skin wrap to the newer mesh, target the old mesh, tweak the settings and convert to skin. The align one skeleton to another was what I was talking about in my first post. IK/FK snapping is really common in most rigs.
http://www.jascoproducts.com/products/pc/viewPrd.asp?idcategory=11&idproduct=21 That mouse is 15 bucks at Target. Dual Scroll wheel, optical, 5 button. I like them so much I bought a box, and everyone i've let use my computer always comments on how great it is.