I would import only one DXT with alpha channel, uses only one texture sample. In UE 3 with terrain those are really precious, because terrain is limited to 16 texture samples due to hardware constraints. Colour tinting could then be done in the shader/material. Edit: Though I never use specular on terrain :P
Actually, what's that you're using in the video to display hard edges? I've been meaning to add a single checkbox to my edge MM to toggle the display and selection constraint for hard edges like that but haven't gotten to it yet. So on account of my laziness, I'd also like this. Also, I really appreciate that command list…
What you end up going with depends entirely on platform, engine and time-constraints. Not knowing any of those, here's my polar opposite wild-guess-opinion to Eric's: Don't go modular. You can either sculpt or use sub-d modeling, polycrunch (reduce it in polycount) to the desired polycount, unwrap it and blend a few tiling…
Thanks guyz :D Sometimes; for this Tiger I reused the steel road wheels for the Late Production variant from a SturmTiger model I did a while ago, but apart from that they were essentially made from scratch. I honestly don't like reusing meshes from previous models, unless time constraint is a factor. Some wirez, lol:
CAD software uses "smarter" representation of a model, so that it has all those intelligent lines, measures, constraints... completely different from classic "dumb" poly models. and therefore not applicable as Sync suggested... I've worked with high-end CAD stuff and some features there are sooo lovely (look for solidworks…
Xenier: The problem here with using a flat plane like this is that the normals of the mesh are facing in only one direction, so you're only sampling a very small portion of the cube map. Try a sphere or really any shape other than a flat plane. This is also compounded by the fact that the max specular sharpness/glossiness…
Thanks for the input Guys! The tutorial site and screen grab really helped! I reworked the leaves and uprezed the Tiki to 1024x1024. I will go back and mess with the scene again when I pick up the Eat 3D dvd but will hold off for a little while do to cash flow constraints. Thanks for all the help! Here is what I got so…
@leilei Hahaha. Glad I could surprise you a bit. @daphz Hey mate, thanks for the crit! I'm a hard surface modeler by nature and rarely do any organic. Due to my time constraints, I need to move forward with this; but I appreciate anymore critiques you can offer. Your work is amazing by the way! Here's the low poly for the…
This is fantastic! Not only is the scene outstanding, but the approach and constraints are fascinating too! I understand the channels and maps part, but utilizing the different UV channels and the material expressions involved in UDK is what I cant quite grasp. Would you be able to post a preview of your material (even if…
Just want to echo what the other guys said, and add that for the legs maybe use IKRP solver and point it forward to prevent knee moving in any undesired direction (you may be using it but the upper leg joint has no visible IKRP gizmo :) ) Just now realized that i may be saying the same thing as knyttet because of his…