As said, the standard UDK maps. and/or you could build something (simple) out of the standard assets. Tor Frick also has his sci fi level for download: http://www.polycount.com/forum/showthread.php?t=89682 But then if it's more for just personal study (and actually changing the assets), and you want to put it up for…
So necro bumpish. Things came up. I have time now, I even have a down payment for them to start the manufacturing of the bike. I am also working with a local bike shop to get it up and running after Bombus gets done with the frame. Frame design attached. He uses American chromoly steel. Its based around a hardtail MTB…
From what I see and hear from other 3D professional artists, it is worth it but the video game industry is not for everyone. Here are the links to other polycount discussions that are similar to your questions that were answered by the 3D professional artists.…
mm maybe because the upper torso is not moving with the body. If the whole body (now the low part) move back for the run , I think that the torso should move with it since they work as a whole. I mean if I am running and my hips are running forward and backwards it would be strange that my chest stay in place , like its…
have you taken a look at this: http://forums.epicgames.com/threads/890221-Custom-Player-Input I've only ever modified the UDKInput.ini But it wasn't quite the same as what you want to do (although it would probably work) - I was just adding things like holding shift will make the player run, and adding cause events etc.…
I'm looking at the work from Snefer on his modular texture environment ( http://www.polycount.com/forum/showthread.php?t=89682 ) and trying to understand how he used the RGB channels to create what he did. And I'm just not sure what the steps are to accomplish this result.
Looks like D3 got a new game designer. Travis Day? Looks like he has a head on his shoulders. http://us.battle.net/d3/en/blog/8953696/developer-journal-itemization-update-3-5-2013