Well if you end up choosing UDK, you might as well use Unreal Engine 4, which is simply called UE4 and has a lot more visual power over UDK/UE3. Making the jump from UDK to UE4 shouldn't be too difficult since they have a lot of similarities in systems. As others have said, visually out of the box UE4 has a lot of nice…
WIP 7a Here's what I have now. Made the gun overall feel a LOT more stubby, fixing a lot of the proportional issues I saw relative to the character's feel. I'm definitely getting heavy influence by a couple SMG designs from WWII, though game wise, it's more familiar with Bioshock Infinite's Machine Gun, of course :P…
Here are some quick notes that I can think of - Texturing is too plain. Assets need more interesting details. Right now you have the broad strokes. You have the shapes, but you don't have any medium and small details. In real life, railings have parts that connect together, they aren't made of one continuous tube (most of…
Hey Gooner, sorry for the delayed reply - missed your post. Right now, I've only presented the high-poly models. The idea is to model the high-resolution models first, then create the low-poly, in-game meshes based on the high-res models and use normal maps to capture a lot of the intricate details. There's some great info…
1. Materials like a stone floor don't always need spec depending on the lighting. But I remember walking through a botanical garden and seeing the sunset reflected in all the pebbles, offset by their "normals" and no light reflected in the grout. It's the kind of thing that really made that moment memorable, but could only…
for paid ones.. maybe akeytsu will be in the near future there as a lowcost alternative !? when you would choose Max or Maya then keep in mind one of those tools will be the next to get the EOL death. EOL= end of life like Softimage recently got officially killed besides the fact it was an Industry tool. Blender has of…
Looks great, the statue is top notch as is the rest of the assets. Solid modeling and very nicely painted textures, good Zbrushing also! I agree with MoP that there is too much shadow/lighting info painted into the color maps, its a hard habit to break I know, especially if a weak point of your is lighting. Sometimes it's…
We have links to modular/trimsheet/atlas tutorials here, in case it helps to see more examples and walkthroughs http://wiki.polycount.com/wiki/Modular_environments
Hey there, i'm trying to bake a high-to-low poly model but I'm having some issues, I'm using this high model as a test: first I tried to bake with Substance Painter and here's the result: then I tried to use Marmoset toolbag 4 and I got this result: I think its an issue with the normals, I tried to export as obj and fbx,…
Hello. I would like feedback on what you think of this environment I am developing, as I am trying to learn more about UE. If you could help me, I've never taken a course on this field, all I "know" is what I saw in YouTube tutorials. Note: I would really appreciate it if you could recommend courses, the ones I've seen…