Ah figured out an idea for my second question... I will just use my game engine (Unity 3D) to view the models. I don't know why I didn't think of that before :)
That would still produce issues with shadows and/or occlusion not being computed. I think the way to go would be a coloured ramp with luminance plugged into it as UVs. Like the TF2 shader or Unity's toon shader (ramp).
Hey, quick post with some news : So I finished my low poly and my real-time shader (only for Blender right now but I'll move it to Unreal or Unity if I can) :
Has anyone got any tips on how to jump onto a platform from under it in UE4? Is there a sprite option? Can I change the blueprint to change the collision of a Box? How is this done in Unity/Construct?
BGE is a bad engine do not worry I have experience with it and my verdict never use it. Use Unity free you can use that commercially with no money to pay and is 10000% better than BGE
I think your normal map needs it's green channel inverted. Or the normalmap is not imported correctly. Make sure you have the texture imported as normal map in Unity. I hope that fixes the problem.
I put it in Unity and started working on a crappy controller for it. I also made an idle animation. The key to a good idle is subtlety. Also fixed those annoying bendy front legs in the walk animation.
Hey guys, finally got this bad body finished... had to do a little colour correction from Unity but I got it looking good... and I am ready to move on to another character...enjoy.
Thanks for your comments guys :) @Kbrom12: I'm trying that the graphics have retro look to the game experience be similar to the one of the old games, but using current technology :) @letronrael: We're using Unity 3D
I'm ashamed how many meshes in our game show up in the unity browser as Box01... EDIT: polycount just logged me out mid edit and I ended up double replying :/