Hey folks, Jumped back on this tutorial series wrapping up a section four on Static Meshes. This is aimed at users new to UDK interested in getting some models in UDK using 3d Studio Max. The particles section is written, and needs a lot of work. Hopefully, I can get that to a comfortable level to release soon as well.
No clue. The shader might not work perfectly with certain angles or maybe they just recently got a proper working version. Also the ambient occlusion baking works much more accurately if the model actually has chamfered edges. But in some cases it's definitely preferable to wrapping up the whole model with edgeloops just…
haha yeah noticed it, started at a low F so i could see what i was doing and turned it up a bit. how about this, something you just wrap around your lens. should be nothing more then a few LEDs, Resistors, and a little battery \o/ maybe some cover to soften out the light a bit?
is it me or does the cannon itself look somewhat on the short end? also are the tracks exposed on the top or is that something else that jsut happens to look like the tracks, i just cant wrap my mind around why they would be exposed like that - other then that i think this looks great, also looking forward to the bake…
much better than the first, heres what I think could use some improvement. -The left thumb stays really stiff once it makes contact with the front grip, it doesnt even really look like the hand is clasping anything. Try having it wrap around the grip just a bit for some secondary action.
actually I'd be interested in the things that are not yet well in 4.0 - kinda what to watch out for or what not to expect in 4.0 yet. Like did anyone play with the new particle engine - is it all wrapped now or are some features still not implemented? Or the new animation system, is it full featured or are some things…
The partially bent string is odd - it really would make more sense bent back behind the catch. The bottom of the stock is often rounded to provide a more comfortable & reliable grip. The bands around the ends of the string seem anachronistic. They were typically either knotted or wrapped and glued: Also note the rope-like…
Blade looks great! Just think you need to fix the grip and below it. Maybe the grip tape could have more definition, fewer wraps more def. Also below that i don't understand the division to create a small hole, when you've just painted the hole black? Is the bottom supposed to be wood or even fur?
Yay! Much appreciated! I am glad to be pretty much done. I can add a few little things here and there but.. i am just happy to finally have this wrapped up. Will get a video out soon of all of the little moving bits. Thanks again for all of your help everyone! This community is amazing!
You can think of XNormal as the camera that you can take picture of very detailed model (millions of poly) that you make (usually in ZBrush) and paste that picture of details on to your low polygon model. How good it looks also depends on your ability to UV wrap your low poly, among other things.