Your stuff has too dark black shadows, black shadows looks bad. Check other games: http://cache.gawker.com/assets/images/2009/02/custom_1235003547952_dunmurogh.jpg Maybe you could think on that for your next projects. Also If I would hire you I would like to see more wireframe and textures. Cheers
It's to do with camera range, the default is 100 (which is dire for working with UDK units), if you adjust it to around 1k then seems to be fine. I used to have the same problem as well. For 2009 onwards you click the paper document looking thing on the window and it will show the camera properties and you can then adjust…
guess you'd either need to render a lot of pngs and set them together at runtime or use gifs... can pngs even hold animations? google is my friend and he says: "No, it can't, at least not nativly!" http://www.instantfundas.com/2009/07/4-free-tools-to-create-animated-png.html really, that was a 30 seconds google search...
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thats a great tips!! hopefully i can find some good ones here. as i mentioned in sweden i found a media center with gtx 760, i5-4670, 8 gb ram and with all goodies for 1 000 euro/1000 usd!! and it weights less then 1 kg and smaller then ive ever imagined!
Blender [3D] Learning Diary 003 - Asset Creation https://www.youtube.com/watch?v=liYjmbDgqFU&t=5s Done retopology, UV, baking and texturing as well as rendering and uploading to Artstation. My Artstation: https://www.artstation.com/artwork/A0E8q This model and process was a good reminder of the workflow. Next i want to…
This is the level the character will walk around. Lots of work left, but to post it sooner than later was better. The level can be as large as possiable, but only 50 000 can max be shown. Which I am going to divide the levels into sectors so the engine loads upp specific parts when the player entersthe designated areas =)
Kev - mudbox 2009 and 2010 have the ability to show the normal map on the model (lowpoly) in realtime, and then you can paint diffuse and specular on it - an easier way however is to bake a cavity/ambient occlusion map an use that texture as the first layer on the diffuse, therefore using it as a guide to painting..... - i…
and some vehicles Turntable movies http://paultosca.com/dtmedia/kwm_dingo_2.mov http://paultosca.com/dtmedia/mil_mi-28.mov http://paultosca.com/dtmedia/35_mm_twin_cannon_gdf-005.mov http://paultosca.com/dtmedia/terrier_vehicle.mov For more images ,larger ones or full versions of the textures of the models please visit…
We made a converter for this exact type of thing that goes from TGA to PNG: http://blog.wolfire.com/2009/02/wolfire-graphic-converter-utility/ It's great and lets you color the matte in your RGB, and edit your alpha without transparency. [edit] Not sure if it will help you with your tools. I am used to Photoshop