assuming you're talking about using morphs for the shape variation thats the best use case for morphs - its cheaper than storing unique meshes. animation with morphs is relatively expensive and doesn't support non-linear translations- which is why we use bones
making some progress on our volumetric fog. very very early right now, but fully transformable, with variable density, colour, and density types (linear/exponential/constant).
Like everyone else has said :P: beautiful design! I can't thank you enough for the linear workflow/ gamma correction tutorial. Looking forward to the rest!
Looks nice, but to linear. The Fence is to straight. Same the Grass and the Flowers. The whole scene is to perfect. Maybe varied it will look much better! :) But maybe your reference looks likes this!
soo here is a wall jump i've been working on, things are still linear expecept the bush i threw on spline. no curve touching yet. http://vimeo.com/15144863
Ruz, nice basemesh there. It may be overkill, but Blender will convert between quite a number of formats, mov and gif included. Its non-linear editor is pretty decent, as well.
For metallic and roughness you need to disable the sRGB for the texture in unreal, those are Linear values. Only color is sRGB. That seam on the chest, looks like a normal problem.
Yes indeed, you have to preserve the gamma of all "mathematical" maps when working in linear workflow. That's just weird gamma is interpreted differently for 2 tga.