I had a joint rigged face and needed a blendshape version. I posed the blendshape targets I needed on the timeline and then duplicated the mesh at each pose and added that to the blendshape rig. There were 80+ blendhape targets and I was able to generate it less than a day. Further iterations to add/adjust targets only…
I highly disagree. The Source Engine is a nightmare to work with even when you know what you're doing. It's also near impossible to do a large outdoor map with Source without taking shortcuts. And you can forget large sandbox levels. Portal, L4D, and HL2 all rely heavily on stages that fold inwards on each other. When it…
This is looking cool so far! The trees in the concept look closer to saplings, whereas the ones in your environment look more like fully grown versions. The scale difference in these two mean that your hard surface info is looking massive in comparison to the concept, where the piece is probably about the size of a full…
It only selects polygons on the surface that you're painting on, not through the mesh. If you want more info, there are a few existing scripts that do the same thing like PaintFaces. Some years back I wanted to do that as well but didn't quite the lag (or rather a cursor jerk) of mesh snapshots with heavy meshes, plus…
Pshyco: Looks great to me, that hair is pretty boss, i like it, looking forward to the next updates. I'd say Slosh jump on in though you would have "two/postings" going :) idc others might, either way in the end you could pop her in as a final? No prizes but good art to be posted/had, i checked her out she's looking kick…
Yep, worth noting however that certain object nodes will only take particular types of objects. Good example is Client Play Camera Shake If you look at the node it will specify exactly what its input is, in this case it says "Target is Player Controller" meaning you can't plug an AI Controller into it even though they're…
It's certainly *possible*. The newer Mortal Kombat was done with UDK, but as James said...it's no small task. Even with a more simple homebrew approach, with a fighting game, you're talking about spending a lot of time with the animation and collision systems in UDK, which are two of the more confusing systems in the…
I loved it. This is just the kind of storytelling I enjoy, and I think a perfect use of the visual medium. Instead of spoon-feeding the audience with details about the world and characters through exposition and ham-fisted dialogue, these details are expertly conveyed through the visuals. Even if you aren't paying…
Ok, update time! Things I tried to focus on: -Croftyness's paint over - Tilted the pelvis - Pectorals - Flow in the legs -Boney landmarks (still probably missing a few) -Torso/hips -Missing leg muscles -Forearms Things for later: -Hand, feet, face Things that I'd like to hear people's opinions on: -I've love help on the…
Good advice from Brendan. Get the entire continuous body shell right first, then chamfer/cut in for panels/doors etc. He's also right about modeling the interior :) Oh, and for adding some more stats... Project Gotham Racing 3 & 4 used ~80k total for cars. ~70k for bikes iirc, +10k for rider. Looks like you're getting most…