Here is my initial setup in UDK. I have some rough lighting going on but it still needs a lot of work. All the modular pieces are 512x512 or less with the diffuse and normals. I still need to set up the light maps and spec maps for the pieces. I have almost all of the pieces ready to go.
That's possible... he would have need to land on the ground for a bit though, since he's there initially, when you see from above. It's definitely not Matt's dad. If you recall, Mr Nakamura said, "I never expected it to be you." That would make me think of Adam... unless him and West have a history.
Thanks for the responses guys, will get on a muscle structure asap! @Jackablade, bloody hell, I didn't actually realise that! It would have made things SO much easier during the initial process. I thought the mod leader had made it up, he seemed very secretive about the whole thing. Thanks!
Ding ding, baking's done! I had initially planned on using Mixamo to pose the character quickly but the results didn't quite pan out so I rigged and skinned the model by hand instead. I might still go back and forth on the pose for the final renders but for now I'm happy to get to texturing!
Just like how destructible objects are made : by making sure that the vertex normals are seamless across both parts (initially by re-averaging across the seam, and then later on when doing more parts by transferring the data from the edge of a previously authored model). So yes, very much something to worry about - a lot…
Thanks for your opinion. The main reason I went to uni was to figure out what exactly I wanted to do because initially I didn't know I wanted to specifically get into 3D Characters. I think my best option now is to to do everything to try and improve my portfolio online.
Nice work, but I rather liked the initial version better; it seemed like it would allow the user to focus on more important things in the scene, whereas the later ones try to draw attention to what is probably a completely insignificant part of the level. TF2 uses some nice low-contrast environment textures too.
Added arms, done some more of the head and changed heaps of things. Looks like this is definately going to be for a high poly scene now. Maybe a game related one later on. I tried to make the face female initially, but it looks more male lol. I'm not too fond of making characters... Uploaded with ImageShack.us
Actually you're already using the best UVing tool :) You don't need to worry - there's still no better tools to do this job. The only thing UVLayout is lacking is low level operations like customized pivot when rotating or scaling - but these operations are package related actually. And UVLayout was designed as a high…
I've started working on the character's head in Mudbox. Initially I started off with a cube for the basemesh and then using the grab brush to get the general form of the head. I then proceeded with drawing curves and using retopologize in order to get good topology to sculpt on. If you have any feedback whatsoever please…