This week, I wanted to finalise my gladiator project. So after rigging and skinning my character, I put it into unreal to start posing and set up lighting situations.
Initially, I had a few issues with some parts of the model, what made it ever more frustrating was re-importing the mesh into unreal each time I had to make a change.
For example, sometimes the cloth of the gladiator would get sucked into the mesh when I tried to position the arm or torso, this was a weight paint issue. After going to solve this issue in 3DS max, it fixed it in unreal, however, it would put the model back in an A-pose, therefore having to go back and re-pose everything again.
This was a minor inconvenience, but it was a lot of trial and error process in order to find out what went wrong in either the skinning or posing process.
Overall, I believe it has hit the brief, being a roman-era gladiator in style, additionally creating a diorama and a 'studio like' lighting set up brings out this idea even more, giving it grounded context, making it believable for the time period.
Furthermore, I checked everything was correct, not missing certain aspects, such as: making the height correct in max.
Another issue I found with weight painting was certain body parts, most notably the fingers, had a certain amount of tension when applying certain weights to them. Which when put in to engine, didn't make the posing easy to do, coming back to the formerly mentioned reset of the character when constantly making minor adjustments. The animation helped solve this issue, I played back the animation I made and then did a trial and error weight paint process which solved the issue for most of the model.
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