ha, the military channel. IEDs are not set off by pressure sensors, they're set off by guys with mobile phones. basically they strap a mobile phone to the bomb, with the vibrator on. and the vibration sets off the detonator. IED means improvised explosive device. its basically anything they can get their grubby hands on…
Looking good so far, but theres a lot to do, you get some vertex painting in there to break up the tiling brick and roof tiles, definitely add those roof tiles and brick outside of the silhouette to make it more interesting and break up the straight lines. I would also totally revisit all the spec maps, you need to…
You are correct the problem occurs because the lightmaps are mip mapping which results in visible seams when viewed from a distance due the minimal padding UDK applies to it's generated lightmaps. One solution is to work with a set of larger unique meshes constructed from smaller modular chunks. Take your image for…
Hey Alex, I've seen your 2 Environments (Hallway with garbage/debris & your Back Alley) before. I feel that the Garbage/Debris with the pipe scene is your strongest. It has the extra details (papers and trash on the floor and the broom) to really give some convincing storytelling. The back alley is generic, and I feel it's…
Worked on the base mesh for the tree further. Fairly happy with it so far. \ Took it into Unreal to see how it looks in the scene. Some of the roots on the left feel a bit out of place, I'll take the base mesh into ZBrush and try moving some of the roots around before I add more details. Had an idea of making the roots…
Here's some feedback: If you want to use sculpting tools you have to stabilize your edges, so they don't become smoothed when you import to ZBrush. (There is an option to import without geometry smoothing, but that is more useful for texturing in ZBrush); If you want to sculpt you best get an evenly subdivided mesh with…
Hi! Very helpful to have those references. I would say in both of those images the corridor leads towards a more open room, with light coming in from above. This gives some focal points and makes corridor detail silhouette against that lit area. I don't know do this best in Unreal, from what I remember there are quite a…
Download the scene here: https://dl.dropboxusercontent.com/u/7557268/Unreal/Scifi_Bunk.7z Final finished scene and screenshots (see below and rest of thread for WIP shots): https://www.youtube.com/watch?v=89RWjBJQ-QM Old first post: Hey all! Haven't posted on here properly in a while, been really busy with changing jobs!…
Blog #1 – Introduction: A New Chapter Begins My name is Muqaddas Aman (https://www.artstation.com/acceptedguy8) and welcome to the very first entry in my development blog series for Timeless Epoch, my final major project for the MA Games Art and Design. This project represents the culmination of everything I’ve learned so…
The roof really is too steep for that sort of tile. I'd either change to a more Mediterranean design or switch to a more traditional roof - thatch or shingles. Some rocks in the river and accompanying turbulence would add some visual interest. Some parts of the terrain are extremely pixilated; this is most noticeable on…