Okay guys, rather than just making a bunch of random props and trying to assemble somthing out of them I'm going to try and nail a more unified concept before I move forward. I took the afternoon and started doing a paint over. I'm not stuck on ANY of this and would really apreciate some feedback. Here is a bit of my…
[ QUOTE ] Trust me, you are a bunch of morons if you think flying is dangerous. [/ QUOTE ] Well actually I think that's a pretty moronic thing to say and no, I don't trust you Tell that to the many thousands of people that have met their sticky ends burning alive in plane crashes. Of course that the fundamental act of ( as…
Smugglers Cove: Weigh Anchor and Hoist the Mizzen! We are excited to announce our entrance into the Unreal Engine space with the release of our Smugglers Cove assets on the Unreal Engine Marketplace. The pack contains 104 Unique pieces which include: - Pirate Ships - A Modular Fort - Tropical plants - Environment scans -…
okay, I like the top render (dark), i imagine seeing some ghosts loose or the crater hole that gets created in the street (in the show) letting all the ghouls (just adding some glows) and such out of the containment zone lighting up the night, would work also. (probably can be found online, idk the episode) Always such a…
Global Search was updated to 1.2, here's what's new: * Function calls inside user functions (either parameter functions or package functions) are now returned part of the search results. This way you can track all the areas where a specific function of yours is being called. * The search result context menu (right-click on…
Like mentioned before for the alleyway you need to match your reference closer in order to capture the look and feel from the concept art. The sci fi corridor looks boring, there is too much repetition in the greeble on the walls. The floor planes look very simple shape wise. Its very brown like games from 2006. Look at…
Sorry, but that makes no sense. I can skip any part of a book I read and I can easily skip a part of a movie I watch. There's no reason why I shouldn't have this option in a video game. Locking cut scenes from skipping(if it was done intentionally) is a sign of arrogance to me. I get it that devs want gamers to experience…
My main critique is The Last Mana scene. The lighting is way too dark. Everything in front of the camera is just black silhouette. If that's what you were going for then fine, but it's not really showing off much of your work. Adjust the harsh lighting, it may be as simple as changing how dark your shadows are, I don't…
I've just had a similar nightmare in UDK for the last 20+ hours. At first, my tree models were loading okay but they weren't painting in the terrain editor properly. Then, the textures were getting corrupted or something and every time I tried to save the package, UDK crashed. I have gone through this about 100 times now.…
Cache as bitmap is a quick and cheap trick in flash to speed up sometimes cases such as filters or very complex vector shapes that would take to much time to recompute on every frame. What it does is that it caches the complex content within that movieClip as a Bitmap - so it doesn't redraw it on every frame when running.…