Yeah in Gears 1 they used detail normal maps on everything, so I would imagine it's in UDK somewhere. By definition detail maps fade based on distance from the camera, that is the whole point of them. You don't see them when you're far away to avoid noisy shit looking texture, when up close they fade in linearly. Generally…
The Weather Channel (motion map FTW!) Flashlight Dictionary Facebook Flixster (movies) Echofon (for Twitter) SHOUTcast (very good if you have wireless access) WootWatch Planets (for planetary positions/visibility and the global view) Dice Bag (portable die! wooo!) I don't have any games on here... just demos for MegaMan 2…
It's not that Disney doesn't care, it's just that Disney pretty much hinted at anything that starts collapsing will be to avoided on any kind of financial loss level, hence canning it, and with Epic Mickey being the forefront of the failures, I'm pretty sure at this point it's better for them to IP-lease their games…
Is global illumination on? and shadows on high? that would chug the system(it does to mine), i do not see it mentioned so i thought i'd toss it out there. Yes scale matters, from what i have read.(it is a small obstacle but an obstacle never the less to get the scaling right across multiple apps.) Think another issue could…
Awesome thanks for the advice man! One last thing, do you have any advice for Wow lighting in unreal? its the software I'm using and I did some stuff like turn off tonemapper, eye adaption and global illumination and deleted lower from my skylight but it still seems off. Anyway good luck to you though I don't think you…
Thats why i said it would be better to apply it to a selection of polies, as opposed to a global solution :) I mean i do characters most of the times and (i guess) pretty much 90% of the times i want the inner triangulation to be convex not concave. but maybe i'm wrong, but from my experience i spend way too much time…
I continue to be disappointed that Dom War, a game art competition, does not restrict presentation to realtime viewport display/game engines. This goes back a few years when shaders and game engines were NOT ALLOWED, but offline rendering was. This just makes no sense. Why should an artist be able to show their work with…
Looks great dude. I'd continue to think about the lighting -- darken the room a bit more and make more use of the strip lighting and the open blinds around the room. The concept does a great job of illuminating certain areas with the use of the strip lights, they guide the eye around the room. As with the open blinds, they…
This is my experience so far, didn't really take off until i went to the global game jam though :P I hope things stay this way, maybe i'll pick up enough to where i don't need part time work <3 I do still intend to get a studio job once i get a decent portfolio, but the commissions are good for now.
Loft isn't a bad idea, I would try to keep the same amount of points over the sections tho. Yeah would be pretty much the same result as an extrude, so as long as you match the sections... Focus on the global shape before jumping on individual strakes. You could conform them over you base mesh. A hell of a work if you want…