Bone based, rotation only rigs always look like crap, always. There has been a lot of impressive rigs that really pushed what rotation only could achieve but at the end of the day they still fell short. Translation and rotation bone based rigs can look pretty decent, but you still run into a lot of limitations that…
You need a devkit to run new code, to get one of those you have to ask Sony, to then get ue4 PS4 working you have to register with epic as a PlayStation developer. It will not be cheap because the hardware is expensive Personally, I'd develop on oculus rather than vive if I was targeting PS4 , get it all working and then…
What they do is different in a lot of studios, can work on tools, and shaders and generally workflow tech. Sometimes they work mostly on rigging tools. Quite often they are the layer in-between the game programmers and the artist.(Arts speak to codes speak translator) In a lot of places i seen the more technically inclined…
The higher the target resolution of the model, the closer you can get to accurate representations of anatomy, yes. There are still instances where a simplification of a region maybe be preferred for deformation's sake. The topology of the upper back could be a good example of this: in some cases (particularly higher-res…
I am having the same issues. Bringing a model in from 3dsMax via GoZ and brush size is ineffectively small. I prefer the GoZ method just because in this case my model has multiple meshes and GoZ brings in each mesh on its own layer rather then an obj import that puts them all on the same layer. Sounds like the thread…
Below is a high-low poly comparison, the low poly is in blue. I have managed to get the low poly down to under 35k, this includes the box, tripod belt and gun. The gun itself is down to 14k which is close to my 10K target, after baking and texturing I will see if there are area I can shave off some extra tris I will remove…
Hi Zackii - The way I personally see it is : while it is great to test things thoroughly, one also has to be careful not to be sidetracked. For instance, nothing about "model 2" is relevant, since you will never work with such wasteful assets (as all these seams make it impossible to texture, are extremely wasteful…
Typically I call them parted models, and there are 3 reasons to do so.. Morph Targets / blendshapes are not a reason to part a model. 1. Performance. If you part a model at every joint the verts can be rigid weighted. This is much faster as most game engines know when a model doesn't use vertex blending and they have…
I believe for me it resides in the littles details as well as the bigger ones. It's less obvious on the pictures with your foliage on the trees. The bushes have leaves that are scaled too big relative to the player, the grass is very uniform since you dont have bits that grow above the rest of the clumps here and there and…
I think the story will be worth the play. As it stands, I don't think your really some guy whacking folks during that time period. There are some really weird "memory" things happening on screen during the gameplay. I also noticed some pretty strange visual things happen around some of the characters on screen, almost like…