Twitter: http://twitter.com/#!/TopHatStudiosUK TopHat Game Studios was founded in early 2011 and officially incorporated as a limited company in 2012. The developers at TopHat are from a range of backgrounds in the game(s) industry as well as freelance artists. We at TopHat Game Studios believe that the current gaming…
And here is the log of the scene with out the water plance....both crash in PIE Log: Log file open, 10/19/11 10:23:01Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.iniDevConfig: GConfig::Find has loaded file:…
Hey welcome to Vigil! I don't need a roomate, but just wanted to give you a heads up on the housing situation. Housing is pretty cheap, you can get very nice 1 bedroom apartments in the 500-700 range. Your options are going to be pretty limited if you don't have transportation, there are only a couple places within walking…
It seems like the only reason why artists would ever want to work with a tournament for a ticket bundle is the perception that the bundled item or set either : 1 - gets in more quickly. 2 - gets in more easily (either thanks to less quality screening, or "priority") 3 - is more (or at least, equally) profitable than a…
... Ok so here's how cubemaps work. You have 6 textures representing the insides of a cube. They exist as a single construct that you access in UDK via a cubemapsampler. To get a color from this cube surface, you need to project a direction into it and see what is at the end. Your viewpoint into the cube always starts at…
A detail normal map is the fancy version, some people go the grey scale multiply route because it costs more to render the detail normal, or so I have been told by my rendering engineer. An interesting topic, I've noticed all the modern fps games have moved away from detail textures in favour of higher res diffuse textures…
Looking a lot better and I agree time to move on to other things. =) Personally I don't like to get too caught up in putting a lot of polish on things until close to the end. I do this for a few reasons. 1) Speed and ease of detail application. It's easier to remember brush settings and apply the same refining techniques…
1) You grab a premade texture, hit color correction and go. 2) You grab 5 photos and cut these up to create one compleet new texture. 3) Use brushes only to create your texture. 4) Mix techniques Non of these catagories is wrong. They are all applied in good time. May it be because of a deadline, or because it gives the…
This is how characters are made for League of Legends : [ame=" https://www.youtube.com/watch?v=JL75R0K_j7g"]ZBrush UGM with Josh Singh at Riot Games - YouTube[/ame] from the game's artist himself. If you want to do that you would need a good experience with Zbrush. So grab tutorials related to getting started and learning…
Take 3 of the pieces you have, polish the s*** out of them. Then put only these 3 pieces in a folio. Focus: Pick 1 production step you like, e.g. modeling & texturing and 1 technical subject. In your case, this shouldn't be Mental Ray. Pick Unreal, since you've already used it. Use that to present your work. But focus…