the problem is that a lot of people don't bother to research or think about how things are constructed in the real world. This is something we often hear from our clients - everyone really wants artists, from concepters to modelers, to think how items are constructed in the real world. While I think some reference can be…
For working with Unreal you're going to want a lot more RAM than that and a much more powerful graphics card For reference, the "Boy and his Kite" demo will happily chew up 32GB of RAM when all world instances are open (not very often you'd do this but the point remains that large scenes take up obscene amounts). For the…
Iciban - I didn't use zBrush on the first few assets including the teleporter, but I did on my current one, though I overdid it. For the low poly I save out the mesh before I add control edges and small details so I can go back to it later and optimize that rather than my finished high poly. However, this does require me…
Thanks for the feedback guys. I agree the tree was a bit of an eyesore, as it was the first piece of foliage I made and its using a completely different material and approach. it also does look pretty chunky and low rez, so I decided to put more geo in the leaf planes and rebuild the material. I also turned off texture…
i finish a basemesh/game-resolution-mesh - to be used as subdivision level 1 for sculpting - in the 3D app first. e.g. as a generic head or entire body without very characteristic features, then define UV's and triangulation (make sure your OBJ ex/importer does not mess with that - Z and MB will respect and preserve it as…
Like Rhinokey says mirrored UVs aren't a problem as long as your normal map UV seam is vertical, and you have a proper light map UV set applied, and the static mesh has it's lighting baked. Sometimes it also helps to merge the mirrored UVs in the light map UV set so they form a continuous shell and sometimes you need to…
Spacey, Thanks so much for taking the time to give me those crits. I'll definitely be taking them all into consideration. I definitely want to do the concept justice, and I want to improve. Sorry if the renders are too big. So far I've touched up the overlap on the coat (probably work this further) and the holster a bit. I…
Thanks Steppen, I actually gave it a try last night after some extensive research... I'm pretty sure I was really overworked and wasn't thinking straight, ideally the workflow I was using before with a UVW mapping modifier on my models was half right... I also tried the modular wall by wall method as well, it does create…
More updates. Tried vertex painting on the buildings and it helped a lot- thanks fer the tip Add3r! Will be looking into the lighting next as there are still some oddities going on and I am at a loss as to what is causing them. Especially that corner nathanbarrett noted. I noted that UDK is giving me an error message about…
Hey Kgizzi, I used just basic high poly modelling methods in 3ds max, I cant think of any specifically describing armour creation, but theres lots of youtube videos on modelling guns that use the same methods. The details are sculpted in zbrush using alphas. What really helped was sculpting the general shape of the armour…