Really nice ! but the chainmail needs work, check this out : http://www.polycount.com/forum/showpost.php?p=1115091&postcount=156 the download link to the requried plugin there doesn't work anymore though - but I found a site linking to that plugin :…
BTW, this is What I am doing right now. A script to automatically connect substance painter textures to an arnold shader, then create a shaderfx preview materials with attributes linked to the arnold shader, so when you change one the other changes too, aiming to get as close as possible to the arnold render. Left is the…
Under the Scale Tool options you can check "Preserve UVs" and then scale your object up in face mode (select all the faces of your object rather than selecting the object itself). This is finicky though and doesn't always work as expected. Other than this option... A custom MEL script could probably get the job done.
You're of course completely entitled to have a bad opinion about the movie as a whole, but I believe that the craftsmanship behind the script is top notch. Sure, it's as simple and mass market as it gets, but it just works, people didn't go to see it again just because of the CGI. It's in a completely different league…
Its a bit late but you can bring the assets into udk with exact placement through the clipboard, you'd need the unique assets to be exported for udk and imported into the scene already, It'd be advisable to center the pivot of the asset and export it from the origin of the scene. I've got a working method/script for maya…
You may want to look into using the Procedural Foliage Volume. Also you could create a blueprint which spawns foliage within a volume. Both the 'FeaturesTour2014' and 'Blueprints' demo projects contain a blueprint script which they use to place foliage. https://www.youtube.com/watch?v=3ispyNxpRyg…
An easy way to manage texel density is to use a script. I use Advanced UV Normalizer. You can grab the texel density from one object (say a plane mapped to be 512x512 = 50 CM2), save that as a preset and then apply that to other objects. Saves me a lot of time and effort, not to mention it keeps my texel density…
You can just build a really rough mesh in your app, then (if you have it) import that into Zbrush and do a simple sculpt on the mesh. Run decimation master to get the vert range in check, then run UV master and export the mesh. You'll have to stitch the terrain to the road, but there's a script for quickly doing that, with…
Similarly, I never understood why UT3 had to have Flash-based Scaleform for its simple menu interfaces. Even a Team Arena-like script system would've been good enough for that. (and TA's menus are horribly unintuitive to produce from scratch, but at least it's not Flash) How did that come about? Adobe throwing money at…
I think those random (scripted) events are what would really draw me to the world...just to see a city going through the day to day motions. Based on what I have been reading here, it's almost like you'd never have to unholster your weapon, just walk around and pick up the left overs...