These are the first screenshots of the designed game. The builder brush was used to create the building geometry and floor. The team wanted to create a small level (time restraint) which had a good flow for exploration. We didnt want the player to be able to see all the level at the same time. We added a corridor where…
Well, hands are one of the hardest body parts to get right. There are no shortcuts actually. You need to get comfortable sketching or blocking them out with rough geometry first. I suggest googling some hand studies and analyzing them. Sketches and drawings are best, as they contain processed information and somewhat…
You are correct in assuming that the engine only uses the bones from their default position. This is because you are only adding a new weapon .smd and not updating the warlock.smd (this actually contains the overall skeletal rig). You'd have to modify warlock.smd and place the bones in a new location, thus creating an…
The edge loops around the eyes are fine but the ones around the mouth are going to deform weird if animated. Since most low-poly free-to-play MMOs contain all the facial animation of of a dead maniquin that's not really the biggest concern. What I was mostly trying to point out is that the way you have the bottom of the…
Yeah, you need to rethink your layout i think. The big open area doesn't work for me. Feels very strange that anyone would live like that in fairly big houses in the middle of nowhere.. I think our props looks ace, but as mik2121 said, they look better in viewport. I don't know how the garbage system works in "The middle…
if the focus of the job is something else and all you need is a quick decent looking character to go along with it, perhaps this will do. might also be quite helpful for dedicated zbrush sculptor types or concept artists. but a dedicated character artist (games, film, etc) not obsessing over creating their own anatomy and…
Okay,so more models is a must, include texture maps of things. would it be good to layout an image that contains the model, wireframe and texture map (possibly with some stats about the model?) kind of like this? (I can't figure out how to get the alpha channels I painted in to work in maya...) What I really would like to…
Bandwidth goes surprisingly fast. 25 meg video x 40 views = 1 gig bandwidth. It's not that big a deal if you've got a decent webserver (my modest hosting package has 6 terabytes of bandwidth), because you can use the FTP function and it will upload the video in a nice self-contained .swf file onto your site. As I said…
Here's a quick copy and paste from the other thread: "Here's a quick copy and paste from the UDK forums concerning the AO: "Go to the content browser and type in the search bar -> UTPostProcess_Console This file contains the default post process chain. Open it and find the AmbientOcclusionEffect node. Select the node and…
aye, a few times http://www.planetquake.com/polycount/info/ut/binky/binky.shtml You still need to link your model to the default epic skeleton in Max, otherwise, the game will move the skeleton about while your model just sits there for the ride. You need to get this max file from epic, and link your model to the default…