I'd definitely go with UE4 for starters. UE4 has a great and really supportive community. Blueprints can become a bit of a headache when you end up with a lot of spaghetti - but it's easily cleaned up with smart use of functions and macros. Dismemberment is entirely supported by UE4, you can break off limbs via blueprint.…
Hey Hey! I think the lighting is killing it for me. It feels pretty bland across the board. I know you said it wasn't final but figured I should say it anyways. The indoor shots are a confusing to the eyes. The wall textures look nice but don't really make sense to me. The just seem like random patterns on the wall. Same…
I think a plugin that reprojects normals already exists, but it's not a very fast workflow either. Ideally a plugin would go through a hard-edged mesh, group vertices by similar direction, discard groups where vertices are closer than a certain threshold (indicating they are probably part of a chamfer), merge all vertices…
wow! ressurection! hboy: Sorry man thats not my sculpt! Its been hand sculpted sliced and prepp'd for casting, you can tell because the fidelity is still higher when working by hand at that scale. In my experience and many printers later, to get super high quality prints from a 3d printer of a character thats under 40mm…
These are splines? I think you're after the cross-section and surface/nurbs tools. If you convert to an editable spline, attach them together so they're both in the same item layer and then use the cross-section tool (next to the attach button) to join them. You can then apply a Surface modifier and you'll get some "proxy"…
Ok my hair texture slook nothing like that. i think i'll have to go back and fix them haha. I've been silent fo rawhile cause i've been working on retopo and baking it. This is where i'm at so far, in addition to the first pass at texturing this clown. I'm trying to use unreal exlusively. Cause I know i can make things…
Interesting point about the rounded entrance because I didn't really like it lol. I decided to keep all the forms blocky to match the way the bridge looked, but I can see what you mean. Now that I have my workflow figured out, and understand texturing a lot more I plan on putting all my future projects in UDK. I feel like…
The elongated part of the eyelids, bottom edges should be brought up, see how it's almost centered with corner of eyes in 3/4 reference? yours looks thicker thats why it aint placed properly. Nose bridge should be wider, also it's not all the same width everywhere if you look closely. The nasolabial fold and nostril areas…
Thanks AtlusZMH - the weapons are very old models, I will def put some time over the weekend to upgrade them up a bit, thanks for the tip about the spec maps! percydaman - which one were you talking about? the city one has dirt maps init, and the starship bridge was not meant to have any dirt in it I was trying to keep…
This is very nice. here is my set of critique, 1-The nose area needs more love, both in terms of sculpting and in terms of texturing, the sides of the nostrils are not registering so well. 2- the eyes can be moved in a bit I guess, because the around around the nose-bridge does not look deep enough, but that could be…