Hi there, I am a self taught animator and here is a kicking animation sequence I just finished. First time working in stepped to spline workflow, more coming soon... https://youtu.be/UvknCV79ZrQ
Grouping them as a BP is just a simple "Make Prefab" step. There isn't any optimization/reduction unless you call them in the blueprint as Instanced Static Meshes, which comes with another set of limitations.
4.13 added cached shadow maps for stationary lights that behave like dynamic lights so this could be a step towards avoiding the pain that is lightmaps. I haven't tried it yet but it might be worth looking into.
This...Oblivion belongs in the other thread...nice visuals, but other than that at least two steps backwards from Morrowind... And posting an Oblivian Screen in a thread with a Morrowind Screen should be awarded with insta-ban :poly124:
@Faf : AWESOME! :D I love the tutorial to death but there's alot of steps that are hard to follow, especially setting up the composite etc. The custom matcaps etc. Creating a gumroad sounds fantaaastic! Looking forward to it!
Huh, never considered kitbashing a head that way. You could take it a step further and make simple morphs for each part to make fine tuning a little easier if it's something that gets reused often.
the wrapping is still wrong although a step in the right direction.. look at this picture and see how the wrapping itself is actually not so wide and how it comes around from both sides to form one "X"
Actually, can we step back a bit? You mentioned hides, ropes, stakes and other details that will cut into your poly budget. Are most of these things for the interior, or will they be on the outside, and potentially good for hiding seams?
Nice start. You captured most of the bigger shapes it seems. Next step - learn what topology is and look at example how other artists flow their edges on their models. Keep up the good work :)
U can decompile dir_1.vpk and get models. Look at this http://www.cyborgmatt.com/dota-2-model-viewer-guide/ After step 4 u should decompile .mdl and get smd from there