@3DLee: Thanks, I'll add some dirt to them. @Paradoxum & Shepeiro: I was planning on doing a second scene / shot which was centered around the vertical aspect of the city. But I guess it would make more sense to try to combine the 2 in one single shot, so I'll give it a try. @Shiv: Thx a lot for the website, it contains…
Uploaded a simplified example that shows the error: https://drive.google.com/open?id=1sxHFMkT0soPTR1E6IvO1TyVBuk3ipb0R (thanks for the interest btw!) the FBX contains 3 meshes. Highpoly, lowpoly, and the assembled final mesh. I baked the hp on the lp with a cage, then I assembled the mesh by stretching/duplicating the…
http://imgur.com/a/dEWXP/all If you want to have a nice flow, you need to spend time watching wireframes of people who themselves have spent time watching successful others. It's not something that is in vogue for me right now as i have no need to do it anymore, but have the habit of collecting images from the internet…
Awesome thread repete. So many great scripts made by people out there. Quick request and pardon me if something has been posted already which is similar. But im after a script which will import or copy in meshes but allows me to toggle through a list of meshes which are contained in a base file type thing. Kind of similar…
Very nice work. :) However, you should remove the Cavity and AO details from your Albedo texture - your Albedo texture should not contain any shadowing information at all if you are trying to make physically realistic props. AO and Cavity are separate textures in themselves. If you open the "Occlusion" rollout within the…
Still working on the texture... At the moment I'm trying to refine the spec/gloss map. I think it's starting to get there. I really just want to be done with this now, so I can move on. Also, playing around with this really clarified some of the feedback I received on my textures for the shipping container. So, after this…
Well the .xml for custom Materials/Smart Materials are located under Users/User/AppData/Roaming/Quixel SUITE/presets with the default stuff being located at the Public user. I have no idea how/where the custom material textures or references to them are saved though, at least the .xml doesn't contain any path so I guess it…
ActorX ships with UDK, go and install the version you want. That will export the skeletal mesh for you. After that you need to digest animations and export those to PSAs. Seriously this is rather fairly well documented on UDN (which should have been the first place you should have looked.) This is the second item in the…
Just dumping some mockups for a small little indie game my friend and I are making. It's a city building game inspired by Dwarf Fortress. In fact we wanted to make a much more casual Dwarf Fortress that was easy to get into but still contains a lot of depth. Critiques are very welcomed. Sprite wise I'm still trying to…
Ive been curious on the best method for creating modular pieces for sidewalks and roads in a major city scene. Do people usually include sidwalks and street pieces in one modular piece? Maybe a straight piece for long straight streets and cap pieces for intersections? Then would you just wrap these pieces around block…