Only two things that bug me. The hands are way too big. The second is the skin is looking really gummy. Take a look at these screen from the blur cinematic. Sith skin is much darker and more red/ saturated. Other than that it's looking really nice. The pants are blending too much with the top I think.
Could you maybe first have the looping part on its own without any other anims. That way, you can have the infinity curves cycle the looping part. Then bake down the anim and have the before section blend into the looping part as best as you can. Same for the after section. Not sure if that's a solution.
Your padding is inconsistent. If you're using say, a 1024x1024px map, then go for 8px of padding between all UV islands to avoid texture bleeding in engine. Depending on your texture resolution, adjust your padding accordingly. So on a 2K texture you could use 12px of padding between your UV islands.
GOT ANOTHER PROBLEM! Noooo! Skinning is not fun :( One of my leg envelopes has some bleeding onto the belly, so naturally I go to scrub out the troublesome area with the paint weights tool but it just WILL NOT GO. It looks fully weighted as well, a bright red patch. Hope someone can help! :(
Alright some updates. -I created a rock terrain texture to help with some blending. -Re-did the environment with in a smaller scale I feel the scene is coming together. Things i need -sky -clouds -Props (fences, light posts, graveyard) if anyone has any suggestions to this i would be really grateful.
@OtrickP Thanks for the compliment :) I can see the few areas now. I only added s few quick omni lights and enabled viewport rendering within max to quickly get off a few screengrabs to post. I'll have the turret done soon(tomorrow hopefully) and I'll clean up the blending.
How would I go about doing this? I assumed if I were to take an alpha and plug it into the Opacity Mask input that has the blend mode set to Blend_Masked, that It would fade in and out. But I cant get it to work. here is a screen shot http://i229.photobucket.com/albums/ee301/knak47/Polycount/matyerialMasked.jpg
It's already associated with Blizzard. This was made by the creator of a very popular Starcraft 2 animated series. Blizzard gave him their blessing to continue using their IP in his 1 minute youtube shorts and I guess this is a nice tie in for the dedicated starcraft community - who are probably the most likely to start…
Ok I kinda get the bump offset a little better now. Does it make a difference which texture channel it uses? or is it good practice to use the red vs the blue or green? And basically I don't need the Vertex Blend Mask since I'm not doing any vertex painting for this particular material right?
Im not sure what the large white cylinder shapes are in the cave? they seem almost like light bulbs or crystals but they dont blend into the surrounding scenery very well. How about adding some material variety to the walls and floor eg some frozen puddles of water and some water dripping down the walls etc