Right, the male mesh is from crysis. I haven't a defined project, I'm just learning, so I don't make meshes. Much of them in my videos are downloaded from sites like thefreemodels or nexusmods.
The girl model is mine, but I did it long time ago, before going into UDK.
What I'm doing are animations and learning uscript, and when I have a real project, if ever I have any, I'll make models for that game (and animations and code are reusable).
this is a matinee camera to use in events like the video. There are a function that positioning the unique camera before to call matinee, so the same secuence and camera are used in any place of the map.
It's not too much precise, but the cape is very low poly. Also there are some issues when framerate is 30, simulation is very different than the 60 fps.
Something similar happens with bone physics, at lower framerates (or at fps limit) bones oscilating.
After a couple of days following the tutorials of Julio Juarez and fighting with matinee interface, I made a day / night cycle:
Needs improvement.
I had to stop using Lightmass and changed dominant directional light by a dominant directional movable, then specularity disappear in the materials. And a 10% less framerate.
Great stuff you are making there , cloth is really cool , cycle as well and i like camera work. You should consider turning that into some project , i would definitely play it ^^
Having day / night cycles can be feasible for archviz with UDK, but definately not for doing games. UE4 is hopefully going to have a better chance of doing this.
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