Looking good BigL. I can't help you with Maya generating AO or lightmaps, but I believe if you search the 2d/3d forum you'll probably come across a couple of threads about it, I recall seeing some, about Mental Ray in particular. Also I think there was some info in Daz's entry to the Generals contest, you might be able to…
Thanks for the comments rascals! I'll mess around with the color correction more and see what happens. @Ged, I've been thinking of doing some more decals for the ground to get a bit more variation but there's so much foliage that I didn't think it'd be that noticeable. I'll work on the blending a bit more so that the grass…
Kick ass! I think you just have a lot of fun shapes going on in here. I'm a big fan of the video. Some great movement in there, and the music really helps set a mood. Very impressive. Few crits for ya: I don't immediately get a good sense of scale. I think the bridge with the railing helps, but particularly in a few shots…
Thanks! This is my first time using lightmaps so that explains the seams issue. I hadn't even saved out a light map yet with my mesh. I should try this when I get the time. I was instancing my arch wall and the texture seams would be everywhere! I thought it was something to do with texturing or something more complicated…
A small thing regarding the bullet holes/decals; a lot of them look like they're using the same basic decal. They have two-three small, slightly fuzzy lines coming out on one side and I see them all over the place. They don't look unique enough to me, not sure if that's because they use a certain element that gets rotated…
Hi thank you, at the Assaultship it is pretty much only one big map for the hull + the decalmap. It is not optimized for an engine and i didn´t tried to built any shaders. I made only what i can use with sketchfab and as far as i know it doesn´t support another UV Channel. I know the suit is a bit a type of clichee, don´t…
Having the textures look less obviously tiling isn't something you fix in UDK. You just need to be smarter about painting/tiling the texture. You need to find a balance between consistency throughout the entire texture and unique details. If it's too consistent it's boring and flat but if it has too many unique details…
references are very correct , since that konig Tiger was my reference in my OKW skinpack as well in my tunic german skinpack , I must say that you make a good aproach. In my hamble oppinion where is some historical error, in the dots, the factory ambuse cammo used green and brown dots in yellow , green and yellow dots is…
Hey k21n. Cool looking door. I really like the art deco look to it. About your garage scene, I think it's looking pretty good so far. I've got a couple of comments. I agree with James about the door and trim piece for the walls. The walls look really flat right now. Some sort of trim at the bottom or top would make it look…
thank you and all the others too :) @thesplash: the tile system was based on one simpe 256x256x256 block, with that we created basic shapes for blocking the gameplay, after that i started creating the more detailed tiles, we worked in 3 packages, one with the boxy blocks, one with the gfx blocks and one thats beeing used…