Oh, and on the topic of specularity. If you compare your renders with the reference, look at how thin the highlight is in the photo, versus how wide you have it on your model. If you do plan on keeping some of it shiny, bring up the glossiness value on your material, it will help sharpen the highlights and make it look…
Yeah I was going for a night time, but I might do a day time to show off the scene more and the normals. Which thanks to DarthNater I realized all the normals are wrong. I baked them out originally for Maya, so I have to go in and flip the Y values so they're right in UDK. Doh! :\
Yeah, good point about it looking like aluminium... Guess I went a little too metal-y after seeing the comments about it looking more like concrete. I darkened it up and made it a little more dirty. It could probably use some more dirt and grime in places, but is this more in the right direction now?
Make sure you're all on x:0 y:0 z:0 in max/maya before you export. Unrealed can be a real bitch if you aren't super careful with the grid. Also sometimes if you right click there's the option to 'snap to grid'. I'm not sure why this appears for some meshes/brushes and not others, though.
[ QUOTE ] I'm really not a fan of the normal-mapped characters though. Maybe it wasn't, infact, running well on my machine, but the harsh black shadows of the normals look awful in my opinion. Very plastic-y doll like. But I guess this look has become the accepted. [/ QUOTE ] I'm gonna' blame it on the doom3 engine.
Okay I've got another one for you guys. The only bit I ever use on the bottom toolbars are the x,y,z boxes for precise moving. Can I pull those into another toolbar (including the button that changes between absolute and relative) then put that into the top toolbar (that has newfound spare room thanks to this thread!)?
I usually ask myself 'why?' when I'm unsure how to progress. Why did the builders leave half of the building hanging when there's viable places to build all around on relatively flat ground? To make something look good, you need logic, and to gain logic, in this case you could study how buildings are made, and why/where…
probably a difference in that unreal uses z up and maya default is y up. under shading turn on xray joints to view the skeleton. IIRC you can just go to skin>reset to bind pose and that should correct the weirdness. If you are working on animations in maya it may be worthwhile to set default to Z up (in preferences),…
Hi! I'm trying to make a jiggle to twist/rotate along the loops instead of just bounce in same direction of the movement. By that I would hope to simulate a leg when firmly steps the ground, you would see a considerable twist/rotation around the 'y-axis', the thicker the leg the more expressive is this effect. Do you guys…
A few screenshots about an environment that I'm designing as demo scene for a sci-fi modular kit that I already made. Almost all blockout section will be replaced with an alien rock, like that on the background mountains. Art pass on buildings almost completed. Maybe I need to add small rocks ( as covers ). Take a look at…