Hello everybody. I want to share with you my transfer of the scene from the game God of War 2018 to the unreal engine4 engine. All assets except rocks and grass were made by me. https://www.youtube.com/watch?v=TpfHYqGYClk If you want to take a closer look, you can download the build https://yadi.sk/d/g0IxMzVhZaSXTQ…
1. You don't need to restart. Dupe the body/head subtool, zremesh at half res a few times til you have a much lower poly mesh. The details will be gone but now you can subdivide a few times and project at each subdiv til you are at geo density that matches the original subtool. But now your geo should be cleaner and you…
I think this is looking promising. One major issue is your proportions are no where near Overwatch. If one of your goals is to match their style, you should really adjust the proportions to match much closer. Much longer legs, bigger feet/hands, etc. I would recommend getting your hands on one of their models or finding…
Hi V!nc3r, So from scratch the usual pipeline for creating a fully animated character for games goes like this: _Concept/ Drawing/ Referencing your character to help understanding proportion and shapes. _ Modelling the actual character (High poly into low poly/retopology) _ UV mapping + Texturing _ Rigging + Skinning. At…
Have you looked at tesselation or paralax shaders? that can help you get depth or fake geometric depth on a flat plane. You could potentially use a height map you made in SD and displace a tesselated plane with it to get some geo depth and not use a more expensive shader on there at runtime (if that's even your target), or…
So I generated vs project files and ran a build in 2017. This is what I got. Severity Code Description Project File Line Suppression State Error LNK2019 unresolved external symbol "__declspec(dllimport) public: static void __cdecl UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(float,enum…
OP specifically talked about FPS. As for flipped text, asymmetrical models, and centreline symmetry, these are obvious exceptions. I would never have centreline symmetry on an FPS weapon, but I would stack symmetrical islands from the sides that will never be seen(or even noticed during animation) together. So these…
Raise her arms to a higher A or Tpose straight up. Makes rigging less of a hastle when you don't have to have the arms fight for the skin weights on the legs. even if you're not going to rig it, this practice is to make your rigger's life better.