16, in high school. Benching 315 lbs, which is a good 90lbs more then I can do now. I got my first computer that year. Quake and Unreal had a big impact on me deciding to become a game developer.
He might be refering to Zan (sorry if your not but it was the only unreal model that was any where near close to this) looks good so far man, my best comparison would actually be a pimped out stormtrooper but hey thats just me.
but yea, after a new export with frozen transformations, and an even larger scale I am still picking up other unrealated to the section parts of the model...bleh, would make it so much easier if I could post this shit up.
For the interior, I wanted to show a reinterpretation of the crystal that summons the vessel which transports people to the surface of the floating islands. This is what it looked like in Unreal: My paint-over. Still a work in progress and some areas still need a lot of work.
Surprised no Epic Games. Either they're showing up at e3 or the PS4 did Unreal Engine 4 as envisioned. Also, did anyone see the sub-division in Call of Duty Ghosts? Finally, games can use this awesome rendering method!
yeah. rob brings up a good point. in your engine, hopefully there is something like a checkbox or setting that says rotate only or such. unreal has such a checkbox and also a list where you can add joints that you want to keep translation on.
It depends on engine. From What I have seen for CryEngine2 is essential to close for mesh, for Unreal not that important, but it's worth to close mesh anyway. Why ? Because it can extremely increase DrawCall amount, which kill your performance very quick.
You should read through the beta thread or the current support thread for examples of what to expect for each output. There are limitations with some engines and shading errors are still possible with unity (in forward rendering mode, deferred looks perfect) and probable with unreal.
What filter are you rendering it out with? I find Catmull-Rom to sharpen the edges up nicely for WIP shots. These look quite aliased. Anyway... that's just me being picky. He reminds me of Warhammer meets Unreal Tournament.
Update #3 FInished up the low and baked out the high to low normals. Next up is unwrapping for light maps for unreal, then texturing. Im a little nervous for the lights and unwrapping for a second uv channel. Any tips or pointers to keep in mind?