@ambitious_nomad: the meshes can have floating geometry/open edges, but as Jake says the inside of the helmet needs to be modeled as they can fall off ingame.
If anyone wonders what type of sword it is well here you go. You will find they didn't really have a specific style and sizes and types varied but the main purpose was to hack.
Just a lp update. I have been having computer troubles and I will be out of town this weekend. Hope I can finish up textures on this and then move into finishing up the helmet!
Problems I got em. Not only going into this project I had to reinstall all programs on my computer because it took a bit of a dive crashing the hard drive. Thought I lost everything but beyond that I am having import issues into the udk engine due to it saying my fbx isn't current and then it crashes. Finally got it in but the model appears to small (Could be a splinter in a shoe for the size it is) and with the textures applied the spec is far too glossy.
Thanks I will try that. In the mean time literally two seconds after posting this I have figured out the spec map problem. Didn't plug it into the environment map as well and was needing to do that. Now it is just the import problem which I will face again with the helmet...
All problems are fixed and I am good to go. Hopefully I can update on the helmet some time soon. For some of the udk renders I was wondering how people got the models attached to the characters such as helmets and swords so they have a good render of what they look like. If anyone can point me in the right direction I would appreciate it
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If anyone wonders what type of sword it is well here you go. You will find they didn't really have a specific style and sizes and types varied but the main purpose was to hack.
https://www.youtube.com/watch?v=pp_mUQDEB5A