I love those bits of ridiculous tips It's like "scaling down makes the pixels bigger" Your starting texture resolution should be reasonable. Means: work in target resolution if possible. But you can down or up-scale depending on the software you use. E.g. if you don't really paint masks per hand and work with procedurally…
Ahh two handed, I think that would create a bit of a looping issue, if both IK dummy objects target the same thing. In cases like that, you position attachment constrain another dummy to the surface of the pickup object where the 2nd hand will make contact and target that. It can get pretty messy especially if you're…
If you hover over your layers it will tell you what each layer contains. One of those layers likely has Polypaint information. If anyone knows of another way, I'd love to hear it. But this is my method for extracting the sculpt information. Turn the layer on >Store Morph Target >Turn layer off >Add a new layer >Switch to…
hehe it is oicw,last seen in a game way long time ago :D Are you intended to make low poly and bake normal maps as well? Then you have some too sharp corners that would give you flickeringly thin edges when baked the normals,you need to make some edges intentionally bolder than the real one.Also you may want to make the…
i can dig it! where is your camera gonna be for the game? is this top down, FPS, 3rd person? I ask because if you're camera is far away from the characters potentially the nice ornamental designs on the hero armor won't read too well. another thing that depends on distance to camera and your target platform is in the high…
When you shoot with handguns or a shotgun they hang them up the right way, but when you shoot with a machine gun, the machine gun has a tendency to rise when it's fired; so as to not shoot the wires holding the target or the ceiling they hang them upside down and you're instructed to aim at the head and work up in short…
If you're finished with the sculpt and ready to bake the detail onto the final retopo'd mesh, progams like xnormal can handle the transfer. Just export the highest subdivision level or use the decimated version (if you find settings that work well for you) for the high-res target. If you want to continue sculpting on the…
I haven't tried them out with UDK but the skin modifier under the gizmo section has "Joint Angle Deformers" and "Morph Angle Deformers", which are morph targets that are driven off of the angles of the bones. It's a little more automated than trying to rig up your own morph targets to bone angles so if they are supported…
Thanks! Yeah the exploded views I'm showing here are purely for QA purposes. It's hard to confirm if a bake was successful when everything is nested in other meshes and whatnot. As for the polycount, I started with low hanging fruit and worked my way down until I hit 15k. There are still quite a few obvious edges I can…