Have the light source come down from above and maybe have some indirect lighting/second light source from the floor. That combined with a proper AO pass should give the model enough info to convey the forms properly. This would work in an open environment. If these models are to be placed inside a dungeon or something I…
You might find this thread interesting: http://tech-artists.org/wiki/Beveling (And possibly also http://www.polycount.com/forum/showthread.php?t=106108) So it's the vert count that matters rather than tri count. My understanding is a vert can only have one normal. So when there's a hard edge, say at the edge of the cube,…
imo, if something like this were to work it would need to be very easy to add lots of 'chunks' into it (user work), without specifying exactly what those were or precisely what style they were in. so - a game where content can come in seperate interchangable pieces at varying levels of size (or work requirement) -…
Hey man, I think it looks really neat right now, however; you might wanna take some more time with this. Really, I think you shouldn't be afraid to work on a character at a much slower pace. For example, the arms and legs sort of look unrealized at the moment. They appear as bent cylinders, instead of the complex shapes…
Coloured spec is fairly straightforward for the most part. If you want an unsaturated highlight that tends towards white, your spec colour should be the opposite colour from the diffuse. That's why people often use a blueish/purple as their spec for flesh tones. Invert a flesh colour in Photoshop, and you'll get a…
I played with your file, and came up with this, using wire parameters and a look at constraint. Click play in the max file or scrub the bar to see it in action (or look at the example avi). I'm pretty sure that's how you intended it to work? http://www.vigville.com/forum_images/example01.zip (<-3dsmax 2009 file)…
I've read the book a few times, and I have to say I disagree with some of the criticisms leveled at the movie from others who have as well. I thought the pacing was very well done, and some of the restructuring and cutting was likely less due to Snyder being a "fighter not a thinker" than to the necessities of keeping a…
I don't have much time, so I hope this all reads right. This is much less an issue of UDK and more an issue of improper tree/canopy construction.I would rethink how you're doing your texture for sure. You should make a few branch variants and leaf clusters instead of that one massive thing(it looks more like the structure…
I did one for Maya, it's slightly harder in Max because smoothing groups are horrible - for example if you have a mesh with more than 32 unique UV shells, you're going to run out of smoothing groups unless you start doing stuff like comparing UV shells to see which ones aren't geometrically "touching" at all in order to…
"To what extent can someone who works on a different aspect of a game contribute to another area?" Your example, isn't an example... core game design? The answer I'd give to your question above, is that these boundaries depend on the studio and its people that you're working for. "What's your experience of contributing to…