Back Alley Technology.
31/05/2020
Here we tried zbrush’s UV master tool to create uv’s on this modular piece. Not the most ideal unfold (edited in maya) but the maps came out rather clean. This sculpted mesh was about 7.5million polygons at the highest subdivision level and were able to export subdivision level 2 (a few hundred polygons) then did a very quick paint/bake pass to see the maps in action. We refrained from adding world position dirt/grime as we want to create a 3 layer vertex blend shader in unreal engine to break up the texture as it will be used throughout or game map in a modular fashion
Here we’re doing some basic first person animation block-outs. Just to get a feel for this rig and m16 mesh. The Main focus is the first person camera, not the full body shot so we’re not worried about his broken shoulder and chest. Once we have our reload, gun-shot and idle animations, we will bring them into the unreal engine and create an animation blueprint(animBP). The animBP utilizes animation interpolation to blend animations when the player hits the controller. Thus laying down the foundations for our player mechanics
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104 4th Street Parkmore
Sandton
2129