Hey to all, I was wondering, if anyone in here is willing to share some insight and maybe (pretty please) share idea and techniques on how to create and fake special materials/effects in UDK to save up on resources for low-end, small/portable quality games. An example of what I mean, is recently (after much beginner…
Hey, yea I've tested the scene and it runs like a dream. It's quite a simple scene and repeatedly uses 48 material instances and around 10 decal material instances. The heaviest these scene becomes so far is ~190 draw calls. I could reduce this, but in the majority of cases from the perspective of a VR user, it tops out…
Hello Mat, finally got some time to take a look at your thread! Thanks for all the feedback and comments on mine, I thought i'd throw my two cents into the mix and hopefully help you keep going with this, it's looking cool so far. I'm about to go to bed so i'll quickly bullet point a few things you might want to look into,…
Hey guys. I have been slowly running out of steam while doing my Victorian mansion so I thought it would be nice to take a short break from it and do something smaller. In the end, I've decided to make a medieval wine cellar; here's a rough block-out of it. Here's what I'm planning to do next (this is more of a note to…
I think your getting there. - Bricks look good, but the black grout lines are way too dark. There is also this weird line of bricks that stand out more so than the rest. It would be nice to see some bricks popping in and out from geo. - Stairs, while not the focal point, are VERY blurry. You have alot of intended detail…
A minor point, but you need to work on the alignment of the bricks. At corners - most notably on the window & doorway - the bricks don't align vertically; there's a noticeable offset. If you look closely at the corners & around the window, you'll notice that there's a different material - probably plastic of some sort -…
I think that's a good overall plan for the modular pieces, but I see some areas where regular tiles could be used and save a lot of texture space. You shouldn't uniquely unwrap everything (at least not for the diffuse, if you decide to light maps that's a different ball of wax): - The bricks in 5, 3 & 14 could be done with…