Issues with viewport clipping etc are related to relative scale. I. If your object is 0.000001 or 1000000 system units across you'll have trouble. Display units fall down a bit when you need to use small numbers (Eg 0.0001) because the default setting is to show only a few decimal places(this can be increased but you still…
No, it's ingame . Just a macro layer considering most part of the terrain is just a distant, out of access background around a racing track. Still it should get detailed texturing for long focus replay cameras and since it' a real mountains that should be more or less recognizable. The texture "alternating" technique from…
He made the sheik tank as firefly so you can try such cammo pattern but you can't use the "sheik", his skinpack is in workshop. There are plenty of references regarding British division in Italian Front , in fact I had made some cammo patterns back in coh1 , they have some differences due to patterns British and general…
This is kind of how my own understanding evolved. Might be forgetting a few things. The Basics -- prop creation: create small and medium sized props with 1:1 textures. Get a feel for proper modeling and texturing techniques. Develop a solid understanding of normal maps, and how to create them. Might also be good to try…
More updates. Tried vertex painting on the buildings and it helped a lot- thanks fer the tip Add3r! Will be looking into the lighting next as there are still some oddities going on and I am at a loss as to what is causing them. Especially that corner nathanbarrett noted. I noted that UDK is giving me an error message about…
People still use BPS but not really to build entire levels, maybe for blocking/gray boxing but not for final levels. Terrain is usually generated either in the editor using a landscape system or in a separate app like WorldMachine. Buildings, foliage and props are usually modular static mesh pieces. Hammer is an ancient…
The snow shader is actually nothing fancy at all at the moment :p I used the fuzzy shading node to add a bit of fuzziness, the sparkling effect that I found in the UE3 docs and the material changes tiling based on its distance from the camera, and that's pretty much it haha. I basically have 3 snow material functions (only…
*Essentially everything Eric Chadwick said, but here's my take anyway: I wouldn't waste time sculpting bricks, stuff like that is way faster to do with materials and you'll get more flexibility that way too. There is so many tut's and freebie substance materials out there for bricks and mossy stone, I'm sure you could get…
I studied Emotions in game design for my dissertation and part of it was analysing the game artists role in the creation of the game experience. I found textbooks that talk about a few ways in which games designers can be considered artists. “A close consideration of game space reveals a broad range of aesthetic…
hmmm i'vew been working on a wii project with 10 characters on screen, it was a chariot racing game so you had 2 horses per team on screen which where at around 1000 tris, 1 fighter per team and 1 driver per team, the driver had also around 1000 tris and the fightes around 850 and a chariot er team, every piece of them had…