I've been fiddling with getting the mountains more into the right shape. I'm getting close I think. It's actually only a small slice of mountain range that needs copying from the concept. The others arent shown so I can pretty much make those look however I like. I also did some experimenting with the foliage painting in…
Use BSP for primary occluders - BSP subdivides 3D space to make shapes (hence Binary Space Partitioning) so its primary use today is to break the environment down into manageable chunks. For instance you might use it for the walls of a building you can't see out of - the engine will see that you can't see the BSP sectors…
Going back to March's build fixed that issue, but now I have a new one and I've been pulling my hair out trying to figure out what's wrong. I really need some help here from you UDK experts who might have seen this before. I've build a simple modular wall piece 96x96 with a tillable texture. It's on the grid and everything…
I'd go for 3 maps - 1 large for the main body, combined with a small (256²?) detail map, and a second large one for the props. I'd put all those boxes in there as floating objects I think, with a lot of mirrored and rotated textures you can get very far with relatively few (10 or so panel types) different textures:…
SBS in Northern Ireland?? Rather not... Would be far more interesting if you´d taken the Detachment (as it was commonly called before being reformed to the special reconaissance regiment SRR not too long ago). also, the HK G3(cant figure out the british designation) was extensively used during ni, especially by the SAS as…
Nfrrtycmplx: Thanks for the thought out reply. To answer a few of your points ill give you a quick rundown. Yes the floor is separate from the building. And the way you suggest laying out the textures is about how i have it. The wall stuff is on one texture (the one i posted), ground is on another, and assets are on 2 more…
Hey, what's up, guys. I've been sitting on my old rig for a while while now: AMD Athlon 64 X2 Dual Core Processor 4600+(2,41ghz) Geforce 8500 GT 256 mb and 2gb of RAM I'm running it on XP. So far It's been pretty slow with huge textures in PS and fat models in Max and I kinda got over it, but yesterday I downloaded the…
I've been lurking around polycount for a some time now and while I am still a student I figure it'd be a good idea to post some of my work to get feedback and critiques to up my game before graduation. One of my current WIP's is a game environment based on Disney's TRON franchise. So here we go: Flynn's Arcade: The current…
Hey Polycount, this is my recreation of the Engineer hero from Heroes of Newerth. For anyone familiar with the game, the characters are low res, around 2k tris with 256 texture maps, however they have really nicely detailed character concept art. I've made my intepretation of their concept with a full scale character as…
So I have had this rig up and running for around 8 months. The pc hasn't had any problem whatsoever until now. I've been using the UDK on and off for about the last 2 months, with no problems. Recently I have been messing with the material editor to develop a celshaded material, and for some reason it has been causing my…