Thanks for your comments people :D , I'm really glad that our project is being so well received. Yep, many people said it to me... maybe I change the ship color in the future This is not doable, because we have also enemies on the ground, we had to fake the collisions to they work as 2D but all the graphics must be drawn…
nice but could be better quite easily... your baked in lighting has some issues (im guessing its baked), too much black for starters you need to limit that to your darkest corners, your SSAO is too strong limit it a little more, as the artifacts are a bit obvious. the env with the hanging plants is lit really weird... the…
Plan ahead and create one texture map that contains each of the elements you need, a wall section, wooden plank, window etc. Then place the UV islands for each part over the corresponding area of the texture map. If a UV island is larger than the corresponding section of the texture (at the desired texture scale) then…
update using trims for Hallway Kit: I've been spending a lot of time getting this 'Hallway kit' just right, because it will be used roughly 80% of the environment. Got some awesome feedback lately and there's some things I have kept to the end such as lightmaps. Feedback received: 1. touching up on my UV's and bevelling…
I am having troubles creating modular assets. Specifically - walls and floors. I've seen countless topics on the internet and tutorials on youtube, everyone seem to run into this problem. And in those videos people tweak some lightmass world settings and magically get great results. However, no matter what I do, if I do…
Hello everyone (translation via google), there is a need to make the destruction of a building on a mobile device (when a projectile hits a collider). Conditions: should be optimal for mobile devices, the building should have a baked lightmap. From the ideas of how this can be realized, I vivel 3 ways: * 1 - duplicate the…
Good Day All, I'm currently working on my senior project in UDK, and I thought I would start a thread that would follow the project for the next 2 semesters. So far the game designer has blocked out a simple level and I've started making many modular building pieces. One problem I have ran into is shadows showing up…
Among other things that video likely inspired and led to the development of programs like LightTable, Nightmod, and Apple's new programming language Swift. There are actually quite a few other "live coding" environments such as Extempore, Overtone and Sonic Pi for performing music and CG visuals with code (I think Sonic Pi…
The only thing that's really bothering me is the sharpness of those shadows which I'm not sure if anyone else mentioned. The lighting is great but the shadows are eeh. Looks like either everything is a dynamic sharpened shadow map, and the parts that throw me off are how all of the edges of every shadow are about the same…
As some of you may have seen in the thread I started, I'm learning 3D modelling, but I haven't decided on a 3D program yet. I played around with Max yesterday and liked it. It felt much better than Blender, easier to learn, more intuitive etc. The only thing I don't like is that Z is up. I'm surprised at the Lightwave hate…