Its really huge if you compare the windows and observation deck rails. A person is quite small to the overall size of the transport. It's meant to transport people from one air base to the next quickly. It has no need for landing gear since its clamped into place in the docking bay. When its time to depart the clamps release and it falls downward until it picks up speed and acends to the next destination.
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I dont know if it's meant to be ventilation for the real engines underneath or just there because it looks cool, but if an engine were positioned like that the plane would either fly sideways or more likely flip over. If it is an engine the only way i'd see it working like that is like a old fashioned paddle steamer but airborn?
2048x2048 AO
2048x2048 NORMAL
Hows it looking? This is a huge vehicle.. not sure on the tri count seems good to me.
can someone please help me? Normals never seem to bake right and I've followed a ton of tutorials maybe im missiing somthing small that im not aware of? idk. I'll try and bake with max maybe that'll do better.
http://uploading.com/files/3798c3af/Z-71%2BTransport%2BNormal%2BBake3.max/
whats wrong with the AO?
Stats:
12,866 Tris
2048x2048 Diffuse, Normal, Specular
256x256 Glow
I made the rust random and unpredictable on purpose, because thats how I thought it is in real life. I see what you guys mean though. Anything else I should be changing?
http://seoulbuffoon.blogspot.com/2009/10/first-commercial-boeing-747-gathering.html
The body panels themselves are extremely resistant to corrosion - the metal between the panels oxidizes, and stains as the water carries it down. You're also only going to see rust spots where water can actually gather and pool, not on flat surfaces perpendicular to the ground.
The texture also looks really blurry in the front for 2048x2048. I don't have UDK in front of me, but by default, it recompresses to 1024x1024 - the option to use a different compression scheme is buried somewhere in the texture properties (do a quick Google search and it should show up).
to me it looks like the rust was placed with logic and because its all small it hints at a sense of scale and make the ship look f-ing huge..
with that said, You might want to vary it a bit by having larger rusted out parts where you have large shapes intersecting each other.
Before the renders were showing my 2048 texture at half size.. Because I didn't set the LOD group to vehicle instead of world.
I used 2 sky domes, ExponentialHeightFog, a DirectDomaninateLight, a PointLight, high quality light settings, and a PostProcessVolume.
Is there anyway I can further improve my renders in unreal?