You need more branches that point upward at the top of the tree. The upward pointing branches would be the youngest. As the tree grows they are moved from the tip of the trunk to the sides and begin to fan out and droop downward. At the end of it's life the branch will be drooping nearly straight down until it detaches…
That did it! I just set it on all the meshes at once and it works like a charme, for the textures aswell as the lightmaps. All of the environment is now really sharp, though i guess I should still give it a test on a old PC. The only stuff that is visible streaming in now are the textures on spawned skeletal meshes but i…
Hi Slipsius, They have since fixed that bug, and in order to export the animations of of your target rigg. Import target character and just "Export Animation.... "(under take menu) It will then export the transferred animation off of the armature, onto the target character and into bones with the same skeletal structure as…
What kind of animal is he based on? For the front &underside view it would pay to take some creative liberties and use real pictures & skeletal structure for replacement ref, I think. No need to match them 1-1 of course but it might help you figure out what looks off. Edit: As for my opinion, I think that his snout/muzzle…
soooo much improvment. although I feel like the whole thing is so gangly, but then the arms look like those of a 12 year old girl. it could just be the hands though. maybe take a shot at making the fingers longer and more skeletal with knobby joints. also I hate to be one of those dudes that harps on accurate genitalia…
scaling skeletal mesh character in game can have other problems especially when it comes to AI characters because even if you set the scale larger UDK uses the original unscaled for things like origin and collision. as for scaling static meshes in your environment it wont cause any problems with the light maps(which if…
The quality of the results are engine specific. Unity and UDK both come with an asterix. Unity in forward mode shows slight errors (very subtle) because of how unity handles normalization. In deferred rendering mode the quality is perfect. UDK is more problematic. Handplane should give you the best possible output. Also,…
Looking pretty sweet so far! The face is looking really skeletal to me and I wouldn't make the muscle cuts quite as deep in his back. You've smoothed out a lot of the other muscle transitions so you're probably getting to back still. I would maybe smooth out the hole where his shoulder attaches to the collar bone.…
Wow, thanks for all of the encouraging words, dudes! I'm not sure exactly about animation. I would love to eventually put it in Unreal, and for that I think I need a skeletal system of some kind (or can I simply link the individual parts together? I really don't know). I use SketchUp at work and have gotten pretty adept at…
what do you want to export your motions into? i have never heard of any apps except for character studio, that deal with bip-files. fbx seems the preferred format for transferring animations across apps. if you do not need to keep the skeletal animation, you might export one mesh per frame and assemble that in the…