Hey guys i am currently updating my portfolio
www.benhearndesigns.webs.com and am re-doing my church scene because of the errors in it the first time i made it last year.
My development shots are in the attachments not much in there so far because i have been working on it for a couple of days but its getting there
What do you guys think?
Replies
On compositions: you probably should go and sketch or find some decent concept art to follow, because right now you seem to be running blindly into a project without any planning.
1. In Maya or Max whatever you prefer, add a basic checker texture to the mesh maybe something with numbers to see the rotation of the uv's better.
2. Fire up your favorite image editing program and do the general texture stuff.
3. Import the Mesh, Textures into the UDK.
4. Create a Material for it and start building it up.
5. Apply it to the mesh.
Is this the kind of workflow i should be going with?
Also in UDK i would be using the same meshes for stuff like the roof beams etc. how would i do this. Would i make the scene in maya and export one instance of of each mesh i need,
1 x roof beam
1 x chandelier
1 x pew
1 x window
1 x roof
1 x railing etc.
And for the walls im not too sure how i would do this?? should i make one kind of wall block like Snader mentioned and build it up with a tileable texture, or should i make the entire interior out of one shape and export that?
No. You make one in maya, export it, and build the scene in UDK. Don't build in Maya at all.
i was just wondering about the whole leaving objects open like deleting backfaces or undersides that wont usually be seen. I read somewhere not to do this should i stick to this advice and not do it for what ever reason??
Examples are in the attachments XD