I fixed eyes, mouth elbow claws and the upperarms a bit on the lowpoly model, but I didnt update the highpoly one or baked a new normalmap, so the changes are really minor. Hope you guys can live with that, its just that the concept of UV mapping requires me to do things in a certain order, and doing changes to the "root" lead to quite much update work.
Plus, I messed up my colour map, due to the weird pack-feature of blender, I "downdated" the actual one, separate saved with an old one from inside blender. Didnt took me too much time, but I would really love to do some progress now, and get that guy done.
Also, I think, he might be the backbone of the undead army, and there are quite a few characters in the hierarchy above him.. so its maybe no good idea to make him looking too dangerous. Better to not push him the scala up all way, so there is some space left for the other, more heavy weighted guys to look awesome evil in comparison.
I read a bit in the other thread about file sizes for media stuff... and noticed, my normal map is 3 MB big.. maybe I have wrong settings, or would another format be better? A suggestion from someone who has a bit clue about image file formats would be great, in case these files are too big, otherwise I would just leave them as they are.
Ok, now the next step... animation. Are there any special requirements for OGRE? As I dont know too much about animation so far, I would be interested in the not-so-special requirements as well
My idea so far is:
- set up a rig (I will keep it quite simple, not every single finger rigged, no facial animation)
- skinning with vertex groups, are there any naming conventions between bones/vgroups?
- are shape keys supported? Facial animation would be possible that way.. I fear, for facial animation with bones the mesh is not suitable in the head area.
P.S.: No screenshot this time, I cant stand this "on-the-toilet"-pose anymore, next preview will be in different poses.