If a vertex has a skin weight influence of 0 across all joints, it defaults to the origin. When you paint weights to the verts around your torso joint, it will snap back into place.
These would probably look good in Marmoset. That seems to be the default program people use just for props. Wouldn't work too well if you plan to make a whole environment though :P
Also if you did not know, 1 unit in UDK = 1 unit in Maya, assuming you have defaults on. A character in UDK is 36x36x96 so I use that as my reference personally.
Yeah the environment was the UDK default afternoon, not very inspiring I know. :) Any particular material catching your eye? Maybe the deck structures are a bit too dull and not shiny enough.
They should (the devs of BM:S) add yours as default in game which are they re-releasing Source 2 (hopes)! i don't know what i'm talking about your models are gorgeous!
@frell - the default settings in UDK are really strong (like his first shots), and I think a lot of people either don't realize you can change it or aren't sure how.
Each channel has its own blending mode. By the default the AO is in Multiply for example. Here is how to can change them : https://support.allegorithmic.com/documentation/display/SPDOC/Blending+modes
Looks super clean and nice! About the black line, marmoset is using Mayas normal settings as default. So you need to flip the green channel. Either in PS or in Marmoset it self..
Nice! Btw are you guys planning indie friendly prices for the addons (Beast, Scaleform and other Havok middleware)? Does the default GUI system support have a visual editor? Thanks.