I think right now, the buildings are generally quite thin and tall. For guidance, I'm looking at the 6 windows in the 2nd building from the left. They have (according to the width of the door) at least 20cms apart. About that. In the ref, there is a larger space there, at least 80cms. I'm using that for scale. Also, the…
Rule of thumb for non-deforming low poly objects: Any vertex which does not significantly change the silhouette should be removed. You have a TON of vertices which do not significantly change the silhouette. All those beveled edges? Don't need them. Either make the bevel bigger so they -significantly- change the…
The field-of-view is very different between the two pictures. UDK defaults to 90 degrees, which is roughly equivalent to a very wide angle 10mm lens. More typical values would be between 48 degrees for a 28mm lens and 28 degrees for a 50mm lens. This site, http://www.abelcine.com/fov/, lets you see the different camera…
Using tiling textures is the usual method for tackling large buildings. For example, make some textures which repeat seamlessly either horizontally or vertically (ideally both!), and then apply the textures to the model, tweaking the UV mapping to fit the textures afterwards. You can also then mix and match different…
The important bits aren't very complicated. Let's say you have a single 2k texture, and two models of a flat plane that are both the same size. The UVs on one plane are laid out to cover the entire texture. The UVs on the other are squashed down to cover only half. Since the actual plane models are the same size, the…
Hello, Yes, you do that. Creating a big model without using many different primitives can make things unnecessary difficult. So you would basically use a cylinder to get the base shape of the scope, and then use a box to create this attachment-stuf below the scope itself (no weapon expert here, but I hope you know what I…
Its coming along! I wouldn't worry too much about the smoothing on the vent pipe, its probably not unwrapped yet and the smoothing is breaking where the UV seams are, once its properly unwrapped it should be ok. Yea keeping to a grid is key. In max I snap each objects local pivot to the grid and then snap the tile edges to…
For game dev you need to work as part of the overall dev team, which (certainly for lead artists & anyone aspiring to be a lead) requires dealing with programmers, who themselves will add arbitrary & unusual limits to everything from vertex counts to texture sizes. Examples include calculating 'vertex costs' - it is not…
Not bad. I'd get more of your work textured - a portfolio half-full of matte grey gun models is not doing you any favours. I don't really like the font with your name, and there's generally just too much grey. The whole site is grey, so my eye is drawn to the bright green-on-black hit counter at the bottom, rather than any…
Actually its a flying ship with legs.. So I need bones for animations of it landing/taking off vertically, and the rear hatch opening closing. Plus the legs interpolate between animation and the surface (like struts) so the programmers got some work cut out for him. But he wants me to have separate animation/model files…