Few crits / feedback -Shadows are far too black. It's bright outside and you need to reflect this w/ some well placed bounce lights and more ambient light (whether you use a skylight or point lights) - pixel density is a nightmare - there is a texel density viewmode in UE3, use it. Your ground is mush compared to your…
The question isn't a little basic but I think your explanation kinda is ;) It sounds like you're trying to apply a texture without spending too much time in the UV editor. If all the walls are to receive the same texture maps then a tiling texture would be the way to go. Now I really am not by any means a pro with tiling…
Hey guys been suggested by a person to come to Polycount for some advice on how to UV. I've tried several methods on how to uv this character without making the seams too visible. I've tried to paint them manually in 3D coat, mudbox, zbrush with projection tool I've also used body paint 3D. Haven't tried Mari may consider…
Okay, so I dug an old PII 450 box out of my room and it is now taking up permanent residence in my TV room. This is good, because I no longer have to hook the TV up to my laptop every time I want to watch a video clip or access my .mp3 server on my stereo. Eventually I even plan to set up some older games (probably Quake…
Where to begin?I've been in the industry on and off since the mid-nineties but since freelancing in 2009 have found myself drifting away from the AAA scene and more into Indie game dev. This suited me fine for the last 10 years, allowing me to spend more time with my family, but I'm now in the situation that they're off to…
Dude Alberto this is looking sweeeet~! I'm loving to art direction of this and I agree with Oniram on the things he said. Couple of things, the normal map on the white brick looks a bit noisy/pixelated, i also might tone down the ao in the cracks it looks a bit dark almost outlines the bricks in a way(could just be my…
Even still, you're wasting a -lot- of triangles. Bricks should not be chamfered, broken bricks and cinderblocks have a lot of redundant loops, the center loop of the tire doesn't contribute enough to the silhouette to exist and the inside can be much sparser too. In total this prop is ~5k triangles... far too much for some…
the sidewalk looks a million times better, the curve is still chunky though, dont be afraid to add quite few polys for a nice silhouette, anything under 600 tris in unreal is pretty much free, especailly since the way it instances the props. the normal for the bricks on the wall is really bad. you can see where you cloned…
Hey there. needing some help, C&C with my first building i chose to create the firehouse from ghostbusters as a learning curve. couple of reason ive picked this, basic shapes & plenty of ref online. some of the things that i want to learn from this are; - efficient way to model individual environment buildings. - uv layout…