Tutorials on modeling more complex objects will help you see how other people tackle various problems so that's certainly one thing. Another will be to simply try, and fail, and try again. Use what you learn in the tutorials and try to apply the concepts you learn to your own project. If you're still stuck, there's a great…
ones i listen/ watch.. all game related http://www.gametrailers.com/show/invisible-walls http://epicbattleaxe.com/ 2 on that 1... my favourites http://www.g4tv.com/thefeed/blog/tag/5635/feedback/
Its hard to tell but some of your edges are looking a little tight. You should post some larger images. Don't worry, we're not on 56Ks anymore. =P Be careful with that muzzle break, if you don't intend to model the cutouts into the lowpoly that is going to cause you problems when you bake, its better to "fake" the holes…
As Eric described, there is an encoding difference between DXT1 with alpha and DXT1 without alpha. Both have the same memory footprint at 8 bytes per texel, and both store two 16 bit color values (565 RGB) in the first 4 bytes of the texel. With no alpha, the first color value is always set to be greater than the second…
It really depends if you want to do the effect in real time, in an engine or if you just want the effect in a few renders. Realtime rendering: Remi/Seforin had some interesting discussions going a while back about this. Notice that a tutorial written by Neox also gets posted too, some great info in there also.…
Woops, I double checked and it looks like that is slightly off if you want to match their metalness workflow. Apparently the default value for their specular shader is 51,51,51, but it's slightly higher for their metallic shader. EDIT: Just looked through the frame debugger in Unity and it looks like the metallic version…
I like it overall but as I have some questions and critiques for it. I've attached a file to highlight it. RED: That magazine is a bit wonky. The angle of the lower part of it is angled to show that the ammunition is tapered but it becomes straight as it enters the weapon. If the ammo is tapered you need to make the…
Morph targets and blend shapes seems to work well. One of the recent UE4 streams had some growing plants. https://www.youtube.com/watch?v=564OYZanl3A&list=UUBobmJyzsJ6Ll7UbfhI4iwQ#t=1013 and at this time as well https://www.youtube.com/watch?v=564OYZanl3A&list=UUBobmJyzsJ6Ll7UbfhI4iwQ#t=1373