If your model includes a lot of 90 degree angles, use smoothing groups. If it's organic, 1 smoothing group would do fine. If you use 1 smoothing group on something non-organic you will get these huge gradients, while fine in 3ds.. some times, will give you weird looking lighting artifacts in udk. Oh and your original…
I've modeled quite a few rocks, even picked them up from outside and brought them to my desk to sculpt them 1:1. Trust me man, the rocks never got offended or accused me of plagiarizing. Either way you are starting to get some nice hard edges on your rocks, but when you sculpt them, think of what kind of rocks they are.…
Is the game play more like ME2 now or is it still very similar too Dragon Age 1? If it is more like ME2 then I will defiantly pick this up. But if in the end it is too much like Dragon Age 1 I will pass. Also hope the game isnt a crazy 60+ hours to beat it. 30 on ME2 was perfect for a long game without dragging on. Games…
Well It takes a lot of reading but here goes: http://wiki.polycount.com/ ^everything you could ever want to know, right their and if you run into problems use the search bar, if you can't find what your looking for then you post a thread. Edit: You could make 1 texture map for that but I guess the engine your working with…
Looks good to me, just some very small nitpicking, except for point 1 it really doesn't matter all that much. -You have some of that diamond pattern poking trough the hole -The indent in the screw seems a bit large, and the edge on the indent seem a -bit sharp compared to the rest That little circular indent seems a bit…
People posted good comments here. My only advice would be to work on your uvmapping. Everything seems to be uniquely mapped and with a 1:1 ratio. The usp is particually evident where you mapped both sides of the weapons and like, the silencer is almost (if not larger) the size of the handle part. It should be smaller since…
[ame="https://www.amazon.com/Digital-Lighting-Rendering-Edition-Voices/dp/0321928989"]Digital Lighting and Rendering, 3rd Ed.[/ame] Not trad but applied to CG, the last edition is from last year. Also I know you haven't mentioned composition but I found this recently, it's awesome, at least at my level:…
wowzers, I found out I had to the mesh .bsa with a hex editor and change the 4th bit from 68 to 67 in order to open it with BSA exporter. I still can't get textures to export correctly but it looks like the specular info might be contained inside diffuse textures alpha (because I can only see 2 textures per asset, 1…
Yes in Max2008, 2009 or 2010 you can do that. Though from my experience it is still somewhat limited, it would be awesome if it would be perfect but it is not. Some things do not always work and on the scripting side of things it makes things even more complicated. Because internally it has several nodes of mesh selections…
When attempting a task: If it's too easy it'll be utter boredom, you won't be motivated, If it's well within your comfort zone you'll be a bit bored and won't learn anything by doing the task. At this point it's just work. If it's challenging and right at your current level of skill you'll feel great as you make progress…