Looks Like Cyberpower? As mentioned in this thread: http://boards.polycount.net/showthread.php?t=68683 You might need a bigger PSU. Your mobo only supports 2 sticks of RAM, so upgradability on this puppy is poor, you'll be stuck at 4GB. The parts these places normally use are not of quality, and Im surprised to even see…
I finally got the truck properly uv'd for udk, but still the specular highlights are not baking very well, everything looks great before the bake, but some how the spec isn't matching up like the smooth body of a car should. The shadows on the bake look great, but that damn spec ruins it. I decided I'll just use mamroset…
Anyone here with MSI? I got myself MSI GT683 this year and I have to say I'm pretty damn satisifed. It's a "gaming" laptop so the design is vomit inducing and its pretty damn heavy. But it feels quite sturdy and durable. The specs are pretty damn good and I ultimately ended up ditching my desktop. I wouldn't recommend…
Thanks Ged. I'll work on the lighting and atmosphere some more today. I seen those two environments before and i really liked them. Thanks for posting them, they are great UE3 references for my scene. I really need to make some spec maps. Right now they don't have any ! :X ! I think thats contributing a lot to the…
Hey its been awhile since I have updated this. Mostly due to the fact that I have been making small strides and overcoming obstacles. However, I have finally started to make what seems like a lot of progress. Here is what I have so far: I do have some more issues to figure out with lightmaps. I also have to work a little…
Yea that is a pretty huge improvement with the optimization. I am assuming you have seen some of the good metal game texturing tutorials out there. But I suggest you just keep at it. Isolate 1 area and work on that, say the arms. Give that arm a visual boost in the texture and spec and make that look the way you want all…
If it's just for a scene with very limited scope, just a pretty shot, it is probably fine to leave it as one giant piece if that works best for your workflow. If you're setting the building in the larger scope of a game world, you might not want something that large in the scene. You might want to be able to hide pieces of…
Hey all. Ok so I'm logging off for tonight and it seems I'm going to be away from ym computer the whole weekend! :( I'll stick close to a sketchpad while I'm away at my gf's and will hopefully get some kind of design plans drawn down. It would be nice to know what I'm modelling rather than making it up as I go along lol!…
My crits: -Your highpoly models seem unclean (fire hydrant), e.g. a lot of triangles and not as much quads as possible. Also the edge flow doesn't look very smooth. -The texture of the fire hydrant looks blant, i almost thought it was an untextured model with just grey material aplied. Maybe this color was on your…
Depth shouldn't be an issue with hard surface stuff. Its easy to convert your photoshop details into a simple height map and then use nDo2 or Knald to convert into a normal overlay. Like I said metal is not defined by its diffuse map, but you are painting all these details into it. Also scratches are going to have a higher…