Never double up with serranos AND habaneros, Verm. I made that mistake once in a batch of salsa. Only I could eat it, and it was tough even for me. I think I ended up having to make another batch and blend the two, and it was still smokin' hot!
hmm yeah I suppose making modular pieces would be my best bet. Making the nml a separate piece. My only problem is seamlessly blending everything together, but that'll be sometime to deal with when the time comes I guess. Anyways thanks for the advice!
Yes, I understand. This is why DW5 is the final chapter to this specific storyline:) You are sooo right. All the challenges are a big blend. Need something fresh and new. So, going to go with a super conclusive topic for dw5, and then in the future... we will see. It's time to get creative.
I agree. The model looks very nice. The posture and proportions give him a good sense of character. The texture looks WIP... I would concentrate on that. Put some more contrast into the skirt, blend the skin texture some more, add some color variation.
I was carving wood once slipped and woke up about a minute later with my thumb bleeding. The shock of the stab knocked me out. Now I don't carve wood anymore. I still like wood though. @Vailias: That could be an xbox ad.
wright coming back to his uber-game ambitions... and God bless him for it. if there's anyone who can pull it off, it's him. i still remember playing simearth when i was younger and while it was difficult as all get out i still played a lot of it.
If the engine can use vertex blending try this shader by Crazybutcher - it's great for doing terrain stuff like cliffs and caves. A good way to do caves and cliffs is to do a super boxy model and meshsmooth it, I'll try and write up a tutorial within a day or so.
You would need a procedural approach that adapts the rig and blends the animations. I'm forgetting the game right now, but it allowed the user to pick from an array of evolution mutations, to drill down to a design they liked. It was hugely popular a few years ago, people sharing screenshots of insane character layouts…
I've done things like this many times - usually for character customisation and facial animation. Basically just do what coven says. I usually found it safest to drive the actual deformation with blended morph targets rather than freeform movement because that allows you to control the extents of deformation.
Just to clear up a couple of things. For the carpet; yeah I'd blend between a more worn texture. Wall; smaller chips and scratches for sure. And as for gobo/cookie stuff (https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Lighting/3_2/index.html)... hopefully the Unreal 4 in-engine example should be enough.