Thanks man! Only getting one other issue now, imported a mesh in UDK with a 512 texture (basic stuff, looks fine in Maya) and seem to be getting some horrible compression, any idea how to change it? When I re-import the texture it looks fine, as soon as I go to save my package it goes back to looking down rezzed (if you…
@Dave, yeah I wasn't sure about those supports... There were a few discrepancies between different views on the concept and on that one I decided to just leave them out in favor of a more interestingly silhouetted brick formation. I'll take a picture from the other view next update where it's more obvious. With supports…
So I have been slowly tweaking this asset and here are the newest screen grabs. I have lowered the texture size to 512x512 and I have been optimizing the geo. The texture still needs work, but I'm watching a gnomon workshop on texturing right now to get better. I should have better grabs tonight. :)
The blob shadow default prefab is a good example of how to do this. It uses a projector that has configurable distance and size falloff, that's how 99% of games do shadows under cars. The way to make one is to put your car on a white square ground plane and do an AO bake on the ground plane. Then crop the darkened bits…
For this project I was tasked with modeling a sci-fi crate from a concept, with a tri-limit of 2,000 tris. I also had to make two texture sets at resolutions of 1024 and 512 to see how well the details would hold up at the lower resolution. I'm including both my initial turn-in, as well as an update with corrections based…
How about the Olympus E520 SLR. Exactly what you are looking for entry level on a very very reasonable price. I got the 510 like 2 years ago and I am very happy with it. http://www.bhphotovideo.com/c/product/564508-REG/Olympus_262086_E_520_SLR_Digital_Camera.html I would get this one instead of something a bit better but…
Cheers for the feedback Chris! Would I be better off applying that 256 wood tile to the gate itself? Thinking about it, perhaps i don't need any 1024 maps, but can get away with just two 256 tiles (wood and the bricks) and one 512 for the unique lock, steel and bolts. I'll modify my maps tomorrow and post some update…
Thanks, guys! The radio pieces aren't super high res. I think the max I used was 512 res. Boolean ops played a large part as well as masking and the clip curve. My main process was to make a shape that I needed to create a particular silhouette, and just slice into the primary dynameshed object. I have yet to use ShadowBox…
Looks really good. For the technical part, the model looks really well optimized in tris count, it think you could remove even more edges at the bottom where theres is a square pattern. For the map sizes, this should be no bigger than a 1024 (use sharpen if needed) and the normal map could be a 512, I think you would not…
So much great work here! I didn't have a lot of time lately, so I have to call mine done for now without some finishing touches and posing... But I still learned a lot. [1999 Tris, 512x512 Diffuse, Alpha & Specular]