Hi Dillon and welcome. Concerning the software you use, and please anyone correct me if you feel I'm wrong here, but I think it mostly comes down to what you know/what the studio you work for uses. I've not used much Cinema 4D but most of the people I know who use it work in advertising and digital media rather than games…
She has a phenomenal attitude: http://www.wral.com/raleigh-hit-and-run-victim-recovering-after-losing-leg/13113243/ http://www.wral.com/news/local/video/13113334/#/vid13113334 Really hope to see some awesome art from her in the near future.
As of today, is there any other baker than Mudbox that could let me bake Vector Displacement Maps, without starting from a plane? I read here xNormal should do it with some Direction maps settings, but I couldn't get it to work : https://polycount.com/discussion/131363/vector-displacement-map-out-of-xnormal The grayscale…
just parent a mesh with the UCX_ prefix and the same name to the mesh before export. that is all udk wants to define a mesh as collision. if your a maya user i got a similar tool, that will generate and export collisions as well. http://www.polycount.com/forum/showthread.php?t=131019
There is a bundle for Uncharted 1 and 2. I got it with my preorder of the ps3 with uncharted 3. Plus some other games. I enjoyed the first inFamous. I dunno about the second one, since i have not played it. But i heard good things about the mission creation and stuff.…
It's getting there :) A bit more contraste and variation in the diffuse would be good I think. Also, to have more separation (specular wise) would help I think : http://forums.digitalpoint.com/attachment.php?attachmentid=55954&d=1313144419
The light coming from the glass is too bright, it's like the glass is what's illuminating the scene, not the full moon above. This is made more obvious by the dark night sky you have poking through. Unfortunately, I'm not sure how to fix this. Perhaps research how we see in low light conditions. Look for lighting to be…