I'm thinking a unique brick trim for the road curve might be in order and cobble stones otherwise. So I wasn't really planning on doing the building facades that modularity. I was going to make 4 building variations (main/center, tall/curved behind it, larger building to the right, and the two foreground buildings as 1…
your system is probably closer to 500w actual consumption at a guess... my c2q was built with a 750, and I could probably tri SLI 3 9800s with it without issue. There's a wattage calculator out there somewhere that does a best guess but I think the i7s are fairly efficient, which would leave your video card as the next big…
Hi guys, I'm looking for some help and would be grateful if someone could point me to a tut or explain the workflow. I basically want to create an outdoor level with buildings which have interiors (similar to call of duty per say). What I would like to know is what would be the best way to create those buildings? Should it…
Particular big as in big file size? Completed and UV Unwrapped the ceiling lights. Completed and UV unwrapped the wooden screen. (temporary wood texture to check if the wood gains are flowing correctly) Texel Density comparison with other assets. (Uses 2K checkers but the UV would come off the UV layout grid but plan to…
Hello :) ive just finshed my first year of university and now want to build a portfolio up for placements in the 3rd year :D after playing Darksiders ive decided i really want to do a Cathedral. As well as improving my UDK skills i want to get to know Zbrush alot more too so i was thinking i could add some sculptures…
You need to get yourself into the mode of not caring about polycount. There is no reason to make a poly perfect model first time around. If you want to communicate that you know how to make shaders and textures, in the way a tech artist would, then show that. Don't try to hit all bases first go. Do the stuff you love and…
Hi lo, My name's Adam. Im a long time polycounter, and a first time poster. I have worked in this industry just over a year. last year i took a job at a small startup called Clapfoot Inc. in Toronto. We make Mobile games. We've released such titles as: Sector Strike, Play Tennis,and Tank Hero it has been such a great…
I decided to make one thread that I would use to share my work from now on. Saves time and space. After the great hard drive failure of 2011 where I lost my Jurassic Park project I decided to cut my losses and start something totally new. Below is what I have of my new project, a UDK based environment based loosely on the…
So, quick update, this is my blockout; all done in a more "modular" way (read: not really modular ), in UE4 i have an HDR and some some 2 second lighting but its mainly been a struggle to get these pieces to work with eachother. Circular and modular assets do not play well together, thats been the main struggle so far.…
some great information here :) I think that in the new MODO you can create entire levels and export it directly into Unreal/Unity. I haven't tried this yet but I am going to once I figure out the fastest way to get collisions/lightmaps to export into UE4 from MODO. Regarding level design I have seen 2 popular methods: 1 is…