Well I really liked that idea. I've been running Kismet tests for the past two days on various aspects of the level I sketched, though I think I'm going to save it for my advanced seminar class next semester, its too big for what I want out of these levels. I also have been job hunting over the last two days as well, so…
Hey man, I really like it! The only thing that I think could use some improvment are your ant characters. Mabey just playing with a rig would solve it, but they look too stiff at the moment especially the two on the right dancing. I like how you have the one on the base posed, but like I said the two dancing need to have a…
Should this forum section be only about development, works in progress, feedback? We currently ask for tool releases to be advertised in Technical Talk. But that's starting to creep in here. Are you ok with the increase in "ads" for new tools? It does help with awareness of what's out there; tools might get lost in the TT…
I can see the picture fine. :) Without spending too much time scanning over the image, there are two things that jump out to me. The width of his head in profile, from his nose to his the back of his head, seems too wide. I think if you scoot in the back of his skull a little closer to his ear it will look more…
Hey I'm looking for a small UDK scene/level. I'm an audio engineer and looking to add foley, ambience and soundtrack features for my uni studies. If anyone is interested, you'll be fully credited =].
Two important considerations to think about with an asset like this: 1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs. 2. For hardsurface assets, you'll get better results by not using baked normal…
Thanks for the crits man! I had to wrap the high poly up for a deadline, but I will definitely can and will apply some of your crits still before I do the low poly and stuff! Particularly agree with the axles/balljoint thing. I will make the monocle fit in there more too near the end. :) Anyway to wrap it up I brough the…
I fully agree with Kanni3d & Klunk, both on methods explained and how these are standards when it comes to manually unwrap your UVs. Like, it's normal to spend more time on things that can't be automated. The RizomUV result is quite poor for two reasons : - center edges are messed up (=will need later…
Touchdown 26 May 2026, but will I have too sell a kidney to play it tho? B) https://www.youtube.com/watch?v=VQRLujxTm3c ...and dev reaction to second trailer with a few thoughts. https://www.youtube.com/watch?v=Wb7cJXyvIms