http://wiki.beyondunreal.com/Legacy:Unreal_Unit and http://udn.epicgames.com/Three/UnrealUnits.html Under the source engine, by default a wall is thick of 8 unit, I share the same principle in the UDK. I use the same size as under the soruce engine. With the soruce engine you have comon size : a wall = 128*128 unit, etc.
hey Adam in Zbrush when baking your normal if you first go to Color and change the RGB to 128/128/255 then create a new Texture the size you want it will give you that nice even Normal Blue background so you wont have that ugly white behind your texture.
Took a break today, decided to reskin Mr Big Chunky Bastard. Still wip, obviously. It's funny, when I first started texturing him, I was thinking about how small a 128 is. Now after working on a bunch of 32s, 128 seems positively humungous. ps. Anyone interested in an sdk?
I'm having some trouble with my lighting / light maps. There's some seams and weird lighting artifacts. Everything is snapped to grid / perfectly aligned, but these things keep happening! Lighting is at a production level too. Any help? Lightmaps are at a 128 at the moment. I've tried upping it from 32 --> 128, but it's…
I want on edge wear on the UV seams. :) Here's my color map. Like I said the edge wear worked perfectly in 1.6 with this map and now isn't in 1.7 I am using PS CS6. Is it possible I could get a download link for 1.6 please?
Really great details, but is there really 12k tris on the ut3 weapons, i have been looking at the vehicles quite a lot, and most of them are around 10 - 12k would they really have more tris on the weapons than on the veichles? not that it's a problem or anything, just got me a bit interested.
Hope this makes sense... I don't have all the correct numbers memorized, so you may need to mess around a bit. -Start out by making a cylinder with the number segments equal to the number of arches you want. (like 16 sides, for example). Make it the size of the curve you want, but keep it about 1 unit high. Keep everything…
Very nice, really digging the details. Which variant of the SU-122 is this? Also not sure if you have ever seen this site but its great for everything military on reference images. No SU-122 sadly but tons of the SU-100 which is a very similar tank pretty much the same hull but with different armaments.…
I think I must be doing it wrong then. I just tried it and I'm getting my down-right vectors shadowed correctly, but my up-left vectors aren't. The darken version as I understand it will shorten any vector pointing right (greater than 128 ) but not the ones pointing left (less than 128 ).
Looks fine but design wise I think you could do better, have you taken a look at old depictions demons. Instead of the archetypal monster with sharp teeth they look quite terrifying: http://media.galaxant.com/000/123/686/desktop-1425912124.jpg http://media.galaxant.com/000/123/692/desktop-1425912133.jpg