This will be a long post so i will split it into multiple parts. Final Update on the Striker Zero I have been making thruster on mechs lately and considering they are quite common, i decide to make them modular so i can reused them later. Finished up the gun and detail
Hi, I'm working on a game-ready stylized house based on a concept by k cxxx and I'm still in the modeling phase, and I've run into a dilemma. I've tried to split the concept up into as many modular pieces as I can, but the problem I'm facing is what to do when it comes to texturing. Do I just bring everything into…
I have made some assets in Max some time ago. They are mostly modular, but at the time I weleded them together, they have no back faces, and I had no concept of keeping things "on the grid" for UDK. Now I find myself rebuilding them. Most of their old asset's textures come from 512x512 maps that are box projected onto…
So, I came across this excellent painting by Alex Broeckel of Captain Nemo's office inspired by Jules Verne's 20,000 Leagues Under The Sea and I thought it'd be fun to recreate it as an environment inside UDK. The main things I want to accomplish with this project are to gain a more solid understanding of the normal…
Hi everyone! This is my very first blog post about the project I started recently that I called Ancient Ruins. I want to set the entrance of a millenary temple into a tropical environment, located in a jungle in a realistic look. The goal is to work on modularity and the smooth integration of human structures into natural…
hey, thanks d1ver for the link. Lol, u brought some old memories to me... good old times :P @joe gracey - I think u took a good approach by figuring out re-useble ans modular assets first, cauz it seems like the way to do in this situation. However, I think (and agreing with previous comments) that for now the actual…
ok so i have come across a problem i cannot get my head around at all and no tutorials can point me in the right direction. I had thought i had it figured out but i was horribly wrong, i have looked through some lightmass tutorials and how to UDK light stuff but a lot of them just say place lights and click build and the…
Thanks guys for your comments~ @quack : some tracks are just randomly set for now, I need to do a polish pass on it. Thanks for the input. @Helba : the building is mostly a tiling texture mixed with some trim texture to avoid the "hard edge" cut look. I'll try to post some more explicit images when i'll get the time…
There would be an another way, called tri-planar mapping. Its available in the Unreal engine material editor, and its a material function called "world aligned texture". But this would increase shader complexity so I'd rather recommend making good uvmap and let that do the job. What I would do to get consistent pixel…
also to save time think about how you can re-use details or even parts of models. say you do high and a low poly for a stair case, and bake it down, and the front of the stairs has a lot of nice detail baked from the high poly. you could always uv map a plane to that same area and use it as a trim piece somewhere else in…