Here is a video of the Blue Whale I’m making for the Unreal Marketplace
I have basically finished my blue whale model now however I forgot to set the scale correctly before ridging and animating and now I cannot find a way to scale the model up to the right size as it is currently the size of a mouse… Any idea what the best way to scale up a skeletal mesh post rigging without messing up the animations would be? Would this be best done in the modeling software (Blender) on export, on import or in UE4?
If I was doing it for myself I would leave the scale issue for the irony as a secret joke, “ITS A BLUE WHALE the size of a mouse…” and scale it up unmanly every time I use it in a blueprint or level however I realize this is not a very professional workflow so ill fix that up as soon as possible.
1x animated and rigged whale model
(please note the mouth does not open.)
(used to guide the bones for fluid movements and hooked at both ends to control bones.)
Idle and swimming
4 turning poses
(used in this cinematic with UE4s’ aim offset feature allowing the whale to twist in the direction it is turning)
Defuse 4096 x 4096
Normal 8192 x 8192
Height map (R), Ambient Occlusion (G), Secular (B) 4096 x 4096
(the last three maps are combined into the RGB of one texture for optimization and tidiness)
1 x particle effect
Water spray defuse texture and normal map
(Sea water not included, just the spray that comes out of the whales spout.)