It's easy to get overwhelmed at the start, there are so many methods and tools out there it's easy to choose the path of most resistance and think you need to figure out everything at once to make it. Just take it one step at a time, If you're into sci fi, learn hard edge modeling and baking. If you're a fantasy sort of…
Hi, I spent loads of time researching and I have a finished build. I would really like to know your thoughts on it and whether it will be good enough for 3d work in maya/zbrush/cinema4d/houdini CPU: Intel Core i7-4790K 4.0GHz Quad-Core Processor ($329.99 @ Memory Express) CPU Cooler: Cooler Master Hyper 212 EVO 82.9 CFM…
Small Updates, really just trying to find time to do some more props. Things to Do: - Silo has been made but is not done, it still needs cabling that holds the planks together and snow clumps. - Next up is sculpting and texturing the whole Windmill. The whole barn, silo, and fences are all made of the same 2 modular plank…
Mh, I don't know, that looks a tiddle repetetive. I mean sure it's about the modular approach, but from other's doing similar work I got the feeling it's really about making sure it does not get that tiled look all over. The left building with the 3x duplicated wooden support and the 2x duplicated window and roof structure…
For a beginner, this is a great start. :) You've got some very decent lighting, and a good modularity setup. But I would encourage you to work on a few key areas with your texturing. The biggest issue I'm seeing is an overuse of the triangle material, which I believe is one of the more recognizable default materials in…
Thank you for taking the time to do that. Right now I am obsessed with Swiss graphic design and white space typography. I just love this style, bold and lets the function dictate the design. _______________________________ When I think of the stuff that is going to end up in the portfolio now I have a couple nonsense…
Hey Nick, these are looking great! I especially like this one, good lighting and feel, makes me really want to explore the area. Your other pieces are nice, but if you are moving towards props/environment concept work, I'd focus more on those. The pieces you have above look more like an illustration/pre-vis shot for a…
Set up your own post-process chain to edit and drive post fx in your scene. Editing this via the UT_Postprocess chain will give you these effects on all your other maps since It's local based in your UDK folder. Setting up your own chain (right click in package, create postprocess chain) will allow you to set up post fx…
Building a UI with strings is a terrible way to handle large rollouts. Yes, I know this is what many people do and how it has been done for ages, and many great tools have been written this way (I use some of them). But that doesn't mean it is the best way. What you should really try doing is using SubRollouts. That means,…
Hi, guys! I'm starting a new project and I decided to start a new thread in here to keep track of my progress. The basic idea is to make a stylized city asset pack that would make it easy to make variations of buildings and have lots of variations of windows, doors, stairs. Also, spline meshes and modular pieces for…