July 2014 (CE3 2014 Demo) August 2015 (Current Build) Before I get started, I want to say that past recruitment from this site has been great, with the help of talent we picked up here Installation 01 has gone from a concept build in July 2014 (CE3 2014) to the sexiness you see up above. (note: the BR is a placeholder…
Project INOva is currently looking for a fun, dedicated and talented team to help create a quirky 3D side scroller game (modification) for the Unreal 2k4 engine. Our main goal for the team and project is to have fun while creating a polished, professional product that will reflect the team's skill level, which will…
[NOV 6 2014]: Update 4 Hi guys, it's been a while! Thank you all for your feedback, it was very, very useful! Here's my update: I worked on the silhouette as you guys suggested, added more details and that badass glove and pauldron that Riven has. I made the design asymmetrical, which is something I wanted to do, and I…
hi guys, i have so problem or weakness in texturing!and create materials. how should or can i improve my texturing?generic for example this is my first scifi map or my first map but i think is not good!and maybe is from texturing: http://puu.sh/8qYQc.jpg http://puu.sh/8qYMu.jpg and these pics are WIP! what is your idea…
Hi everyone, I finally decided to post some WIPs of a Ghost In The Shell fan art I started a long time ago. The design I chose for it isfrom Stand Alone Complex 2nd G.I.G. This work has several purposes : the first is obviously for training and the second is to try some software and various techniques I can't try at work.…
I agree with the texture sizes, 256 and 512 are pretty much the work horses for props. 1024 for bigger custom props and wall tiles. 2048 is sky box big, actually I think sky boxes are now 4096? but still you should get the scale reference. I think unreal clamps texture size at 1024? So the originals you import may be 2048…